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Posted: Fri Nov 19, 2010 1:47 pm
by Everybody
Updated hit-check algorithms to better account for hitroll and ac. These stats now matter in combat.
Adjusted parry and dodge to not be dependent on combatants' relative levels, as the revised hit checks handle that.
Adjusted racial combat abilities. This means caster races are worse at hitting opponents than pure fighters, in general.

Posted: Mon Nov 22, 2010 4:28 pm
by Everybody
Fixed a crash bug in blast.

Posted: Sat Dec 11, 2010 10:35 pm
by Everybody
Added "misfires" to toss command. Also made it so enemy targets have a save to avoid being hit by tossed potions.

Posted: Thu Jan 20, 2011 7:08 pm
by Everybody
Fixed affect-based crash bugs introduced with spell callback system. This only occurred from demon's steel hook and serpent stun head.
Edit: re-fixed this to catch the final location it could occur.

Posted: Tue May 03, 2011 1:30 pm
by Everybody
Two bug fixes went in, correcting an issue with perm-fly items across login/logout, and a display issue with dispel magic.

Posted: Wed Jul 13, 2011 6:16 pm
by Everybody
Fixed a very exploitable bug with currencies. Thanks for reporting it Kalisto.

Posted: Sun Sep 25, 2011 10:15 pm
by Everybody
Fixed two minor display bugs: one that showed mob keywords instead of name upon give or receive of money, and one adding a proper period to the end of tell history messages.

Posted: Wed Dec 07, 2011 10:52 am
by Everybody
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, mortally wounded targets) are hit at very high probabilities.

Posted: Fri Jan 06, 2012 1:07 pm
by Everybody
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 movement checks to allow movement while staying hidden if checks pass.

Posted: Thu Jan 26, 2012 8:43 am
by Everybody
Fixed a crash bug involving mobs drinking from fountains. Thanks to Ducci for finding and reporting it.

Posted: Thu Feb 02, 2012 9:04 pm
by Everybody
Major changes to the taint skill as far as how it affects enemies.
The poison item type has been added in conjunction with this.
There is now a poison table for builders, much like the liquid table.
Poisons now have a variety of affects.

Posted: Sun Feb 05, 2012 3:34 pm
by Everybody
Fixed a bug in which not all object affects were being properly applied to characters when worn. This issue is more pervasive than expected, so will unfortunately require more extensive updates to fix fully, but the quick fix put in so far should resolve all current issues.

Posted: Thu Feb 23, 2012 4:41 pm
by Everybody
Behind-the-scenes tweaks to the weather/time system, and a couple of speco's occurred. These should be invisible, but please let me know if you experience any issues with teleporting objects or demon gatekeepers.

Cleaned up a variety of reported and logged bugs. The largest of these is that combat would stop when the first attack was parried/dodged under some cases.
Fixed (nearly) all reported typos. The one remaining is related to combat display code that isn't a simple fix.

Edit: updated sacrifice and spec_cast_adept (trainer/clericus/etc.) to represent more current immortals.

One or two other things might have gotten fixed, but they would be minor, and I forgot to note them down as I was coding. My apologies.

Posted: Thu Mar 08, 2012 1:49 pm
by Everybody
Changed our single, global weather system to one that is determined and dynamic per-area. This also decluttered some of the other weather-related code.

As a note, I've found that the previous fix that fixed an initial dodge/parry halting combat makes for some awkward displays with critical hit and allows the new taint affects to hit even when a hit is dodged/parried. I'm still working out how best to rearrange this core portion of the combat code to resolve it, as it's a non-trivial fix.

Posted: Fri Mar 09, 2012 9:32 pm
by Everybody
Added versioning for pfiles and consolidated several previous pfile-related changes.