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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Mon Dec 03, 2012 4:50 am 
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Mortal

Joined: Fri Aug 24, 2012 3:21 pm
Posts: 906
There are no items with innate AP enchants but one of my chars has a full suit with AP added on it.


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Mon Dec 03, 2012 4:56 am 
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Mortal

Joined: Wed Nov 05, 2003 8:01 am
Posts: 480
Location: Greece
Galactus wrote:
There are no items with innate AP enchants but one of my chars has a full suit with AP added on it.


The question is if you managed it in the first days or not. I had some easier enchanting in first days.


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Mon Dec 03, 2012 5:26 am 
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Joined: Fri Aug 24, 2012 3:21 pm
Posts: 906
Revenger wrote:
Galactus wrote:
There are no items with innate AP enchants but one of my chars has a full suit with AP added on it.


The question is if you managed it in the first days or not. I had some easier enchanting in first days.


Sorry, got my suit enchanted a week ago... so yeah, first few days.


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Mon Dec 03, 2012 9:01 am 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Revenger wrote:
Has there been a tweak after 1st implementation ?

Items boom too fast. Others have said it too.

No, there have been no tweaks related to probabilities of success. Only two changes have gone in for enchant/consecrate, which I hadn't gotten around to announcing yet:
- If you blow up a container, the contents will spill out instead of disappearing.
- If you specify the wrong spell for the object (ex: enchant item on a piece of armor), the game will assume you wanted the spell that would work (ex: enchant armor) and cast that one for you instead.


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Mon Dec 03, 2012 10:24 am 
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Joined: Tue Dec 26, 2006 9:49 pm
Posts: 497
Location: Arkansas
SK Character: Aurenna, Ceinwyn, Ceridwen
That is awesome!!!!!!!!! You spoil us, you really do.


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Mon Dec 03, 2012 10:46 am 
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Joined: Sat May 21, 2011 11:50 pm
Posts: 476
SK Character: Toji
So, I can just alias a single "enchant" thingie and let the code be done with it. Nice!


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Mon Dec 03, 2012 6:10 pm 
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Immortal (Inactive)

Joined: Wed Jun 13, 2012 1:14 pm
Posts: 828
SK Character: Sargas
Dulrik wrote:
- If you specify the wrong spell for the object (ex: enchant item on a piece of armor), the game will assume you wanted the spell that would work (ex: enchant armor) and cast that one for you instead.



whoa

what!


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Mon Dec 03, 2012 8:55 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Tojishiro wrote:
So, I can just alias a single "enchant" thingie and let the code be done with it. Nice!

True. But it only helps so much. If you specify the wrong bonus type for that type of object the spell is still going to fail.


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Tue Dec 04, 2012 11:17 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Edoras wrote:
Also, berserk does NOT need to increase MP. That is so cray cray. Barbs already got the full service treatment with this code update. They didn't need berserk increasing MP instead of decreasing it on top of that.

There were so many changes that happened over a period of many months on the enchantment code branch, that I had forgotten some of this stuff. My code update description did not reflect all the changes to berserk and frenzy. Some of them came in at the 4/23/2012 Code Update which is around when I originally wrote most of it, but the parts that had to do with the changes to the affect system had to wait until now.

I will go ahead and paraphrase here all the changes since then:

- Mastered berserk always succeeds if pulse racing
- Allow retry for fury even if already berserking
- Bug fix for berserk not applying spell penalties
- Removed penalty to MP while berserking
- Add +MR/+MP to berserk based on MR training
- Added major penalty to dodge while berserking

- Removed penalty to MP while frenzying
- Added major penalty to dodge while frenzying
- Frenzy wimped to have lower bonuses than berserk

Basically, berserk now does what the help file always erroneously claimed - it helps barbarians shrug off magical attacks while making them easier to physically hit due to their lack of caution. How it helps depends on whether you invested any training into MR. If you do, you get a MR bonus. Otherwise you get a MP bonus.

And the frenzy bonuses were lowered so that they are not as good as berserk, plus it doesn't give the magical protection. A spell that can be cast on anyone is no longer as good as a unique class ability.


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Wed Dec 05, 2012 12:09 am 
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Joined: Wed Mar 06, 2002 10:34 am
Posts: 1505
Location: Los Angeles, CA
Dulrik says, "Hey Edoras, here is a bag of dicks, I hope you choke on it."


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