Two quick comments:
Stacking buffs are an excellent suggestion, and I'll figure out how to balance them so that they can work.
The elemental shield will have to wait until I can get to implementing damage types, which is a large-scale backend update, and a long ways off, atm.
Search found 427 matches
- Fri Jan 13, 2012 11:28 am
- Forum: Code suggestions
- Topic: Spell ideas
- Replies: 1
- Views: 16311
- Tue Jan 10, 2012 12:14 pm
- Forum: Area Building
- Topic: How do I write an area?
- Replies: 10
- Views: 40724
Two updates to this Sticky: First, the BR Builder is hosted on the BR website, although it's not the easiest to find. The direct link is here . Note that as we haven't had support of the code of this Java program in years, you'll have to either revert installations, or tell the main builder executab...
- Mon Jan 09, 2012 12:11 pm
- Forum: Code suggestions
- Topic: the effect of level difference in combat
- Replies: 1
- Views: 16204
A number of things are still level-adjusted. You hit on the major ones of these in save vs. spell and save vs. attribute. Also, of course most spell damage is level adjusted. The amount of damage mobs deal is based in part on their level. The rest of combat is solely indirectly that level affects it...
- Sun Jan 08, 2012 12:38 pm
- Forum: Code suggestions
- Topic: increase damage from dispel evil
- Replies: 1
- Views: 16848
A complete spell rebalance is on my plate, but I haven't worked out where I want spell damage to fall at a base level, yet. In particular, I'd like most every spell to be useful (at a per mana cost basis) to some extent. I.e. even that shoddy little magic missile spell can do reasonable damage compa...
- Fri Jan 06, 2012 1:07 pm
- Forum: Code suggestions
- Topic: Changelog
- Replies: 44
- Views: 105877
Several related changes to the hide skill went in: Removed code that automatically unhid players from several locations. Adjusted visibility checks to allow hidden mobs/PCs to occasionally be seen without magical aid. Added notifications when performed actions cause a character to lose hide. Changed...
- Fri Jan 06, 2012 8:53 am
- Forum: Code suggestions
- Topic: armor class
- Replies: 4
- Views: 20623
Parry and dodge are solely dependant on your practice percentage. Dexterity has never affected them (although hitroll and level used to). There is only one adjustment to that base number in the code - this occurs when the victim cannot see their attacker. Obviously, that case reduces your chances to...
- Mon Jan 02, 2012 10:18 am
- Forum: Code suggestions
- Topic: armor class
- Replies: 4
- Views: 20623
- Mon Jan 02, 2012 10:15 am
- Forum: Chit-Chat Room
- Topic: hey guys
- Replies: 1
- Views: 17984
- Wed Dec 07, 2011 10:52 am
- Forum: Code suggestions
- Topic: Changelog
- Replies: 44
- Views: 105877
A combat tweak went in, suggested by Brodgar during playtesting. Hit tables were updated to make the early newbie levels somewhat less frustrating. Additionally, blind, dirtkick and invisibility directly affect chances to hit, now, and targets that are unable to defend (stunned, incapacitated, morta...
- Sun Sep 25, 2011 10:15 pm
- Forum: Code suggestions
- Topic: Changelog
- Replies: 44
- Views: 105877
- Wed Jul 13, 2011 6:16 pm
- Forum: Code suggestions
- Topic: Changelog
- Replies: 44
- Views: 105877
- Tue May 03, 2011 1:30 pm
- Forum: Code suggestions
- Topic: Changelog
- Replies: 44
- Views: 105877
- Thu Jan 20, 2011 7:08 pm
- Forum: Code suggestions
- Topic: Changelog
- Replies: 44
- Views: 105877
- Sat Jan 01, 2011 10:24 am
- Forum: Ask Kiri
- Topic: What's changed? (in a positive way)
- Replies: 1
- Views: 25130
From a social perspective, the biggest change is that Kiri gave up the administration to Scavenger several years back. He's now handling all the hosting and behind-the-scenes work, but doesn't stop in often. More recently, he granted me full administrative access (yes, code, too), and I've been tryi...
- Sat Dec 11, 2010 10:35 pm
- Forum: Code suggestions
- Topic: Changelog
- Replies: 44
- Views: 105877