Shattered Kingdoms

Where Roleplay and Tactics Collide
VOTE NOW!
It is currently Thu Apr 18, 2024 7:33 pm

All times are UTC - 8 hours




Post new topic Reply to topic  [ 144 posts ]  Go to page 1, 2, 3, 4, 5 ... 15  Next
Author Message
 Post subject: Code Update 12/27/2012 Q&A
PostPosted: Thu Dec 27, 2012 10:36 pm 
Offline
Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8216
Location: Redwood City, California
Kicking off the questions for the update announced here.


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Thu Dec 27, 2012 10:43 pm 
Offline
Mortal

Joined: Wed Oct 07, 2009 5:04 am
Posts: 3066
SK Character: RAWR!
Aww. Crashity crash. :(


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Thu Dec 27, 2012 10:45 pm 
Offline
Mortal

Joined: Thu Dec 22, 2005 7:27 am
Posts: 5014
Location: Hiding
Quote:
Fix MR to protect against voodoo


HAHAHAHAHHAHAHAHAHAHAHHAHAHAHH YES.

This helps mages sooo much.


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Thu Dec 27, 2012 11:05 pm 
Offline
Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Cool changes all around, specifically the mount fixes.


MR to protect against voodoo is like.... wat.
I mean, voodoo is dumb, but why not just remove the spell, rather than encourage/force casters to all roll MR.


- Self-cast spells do not cause fatigue on expiration
Why? Did sorcs need more buffs, or was this something related to faith spells?


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Thu Dec 27, 2012 11:25 pm 
Offline
Mortal

Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
huge victory for the MR crowd.


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Thu Dec 27, 2012 11:38 pm 
Offline
Mortal

Joined: Fri Feb 08, 2008 6:04 pm
Posts: 1017
No Minotaur Priests? :(


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Thu Dec 27, 2012 11:50 pm 
Offline
Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8216
Location: Redwood City, California
Edoras wrote:
MR to protect against voodoo is like.... wat.
I mean, voodoo is dumb, but why not just remove the spell, rather than encourage/force casters to all roll MR.

Added because I believe it to be an oversight. There are methods for spells to ignore MR, but voodoo wasn't using them. It just had no coded check for MR at all. And another defense against voodoo seemed okay to me.

Edoras wrote:
- Self-cast spells do not cause fatigue on expiration
Why? Did sorcs need more buffs, or was this something related to faith spells?

It was part of the standardization of the peak spell affects. The sorcerer buffs and the faith spells were each trying to do something different. I decided that these buffs when applied to a sorcerer are not broken. It's casting them on other people that leads to broken fighting.

Edoras wrote:
Cool changes all around, specifically the mount fixes.

Thanks.


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Thu Dec 27, 2012 11:56 pm 
Offline
Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8216
Location: Redwood City, California
ninja_ardith wrote:
huge victory for the MR crowd.

Even though it's not, I will take this as a question of "What does MR healing impairment mean?"

Every time someone heals through resisting a spell via their MR, their MR percentage for healing purposes will be reduced. This is cumulative per spell until the impairment wears off. So a barbarian won't overly notice this change if they are being healed through someone occasionally casting attack spells at them. However, if they are choking down herbs that have three spells per pop, or getting hit by chain lightning, your healing ability will drop pretty quickly and for long enough that it won't come back for the rest of that fight or any immediate follow-up fights.


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Thu Dec 27, 2012 11:57 pm 
Offline
Mortal

Joined: Fri Aug 24, 2012 3:21 pm
Posts: 906
Overall, I am glad about the update, but now shamans have the choices of being a: Lump of clay (defender using doll instead of wpn), weak healer, or weak maledictor? Oh... Forgot, guess they can become someone's brew biatch.

also, now sprite priests and delf bards!


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Thu Dec 27, 2012 11:57 pm 
Offline
Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8216
Location: Redwood City, California
evena wrote:
Aww. Crashity crash. :(

I have a fix in place for the crash that will take affect on the next crash/reboot.


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 144 posts ]  Go to page 1, 2, 3, 4, 5 ... 15  Next

All times are UTC - 8 hours


Who is online

Users browsing this forum: No registered users and 42 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group