Game Update Notes: 08/08/2010

News and information on updates to the game.
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Shevarash
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Game Update Notes: 08/08/2010

Postby Shevarash » Mon Aug 09, 2010 2:34 am

The following items were added in the 08/08/2010 game update:


  • Weapon Enchantments: Enchantments have been updated to allow much more flexibility and customization. All enchantments can now have their damage and frequency modified by a percentage on each weapon they're used on. The new system also allows for more utility type enchantments and supports adjusting the saving throw and durations of those effects.
  • Brilliant enchantment: This enchantment has a chance to blind the target.
  • Thundering enchantment: This enchantment can stun the target.
  • Force enchantment: This enchantment can knock the target to the ground regardless of their size.
  • New weapons: Three new weapons have been added to various zones to demonstrate the new enchantment types.
  • Existing two-handed weapons: The existing two-handed enchantment weapons have had their enchantments upgraded.
  • Identify: This spell will now show the new enchantment modifiers.
  • Warm undead: Undead will no longer show as heat sources.

Please feel free to discuss the changes and ask questions below.


New Enchantment Stats


Example enchantment identify output:

Code: Select all

   Type: Shocking         Damage: 100% Frequency: 100% Modifier: 0   Duration: 0 


  • Type : This is the name of the enchantment type.
  • Damage : The modifier applied to the base damage. 200% = double damage, 50% = half damage, etc.
  • Frequency: The percent that the enchantment will fire when it is checked. A 33% frequency icy burst will have a 33% chance to fire every crit.
  • Modifier : Generic modifier to the enchantment. In existing enchantments it is used to determine the saving throw modifier. A negative number makes it harder to save against, a positive makes it easier to save against.
  • Duration : The length of the time the effect of the enchantment lasts, typically in seconds.
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Malia
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Re: Game Update Notes: 08/08/2010

Postby Malia » Mon Aug 09, 2010 5:02 pm

we can now see damage, frequency, modifier, and durration care to let us know what each means... some of it is obvious but like modifier -5, what does that mean?
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Re: Game Update Notes: 08/08/2010

Postby Shevarash » Mon Aug 09, 2010 5:13 pm

Damage is the % modifier to the standard damage. 200% means it does double damage, 50% means half damage, etc. I'll work on adding the base damage too so you can see exactly what it's doing.

Frequency is the chance to fire each time the enchantment is checked. So for a burst enchantment that goes off on criticals, a 33% means it has a 33% chance to go off on each crit. Values higher than 100 are meaningless here, they do not imply that they go off extra.

Modifer and Duration are a little vague currently as those fields can work differently depending on the enchantment. I'll work on getting that to be a bit more specific but here's how it breaks down currently:

For the ones in the game now, the modifier is the saving throw modifier. A negative value here means it is more likely to land, and positive means the opposite.

The duration is currently different for each enchantment, but I have plans to get that standardized. Right now it breaks down like this:

  • Thundering Duration = combat rounds
  • Brilliant Duration = spell "minutes" (based on ticks just like the spell)
  • Force Duration = pulses the mob is lagged (4 pulses = 1 second)
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Re: Game Update Notes: 08/08/2010

Postby grundar » Mon Aug 09, 2010 5:51 pm

so am i right in assuming that all these new modifiers like for example duration also apply to previous enchantments like say icy burst and do its damage after the crit for a period of time?
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Re: Game Update Notes: 08/08/2010

Postby Shevarash » Tue Aug 10, 2010 1:48 am

These attributes apply to the old enchantments, yes. However, the damage enchantments are unaffected by the duration and modifier fields. Those are intended for effects like blinding and stunning, not for straight up dealing damage. It's possible that they could be used for something like what you describe someday though.
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Re: Game Update Notes: 08/08/2010

Postby Shevarash » Tue Aug 10, 2010 1:56 am

Original post updated with some explanation of the identify output.
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Re: Game Update Notes: 08/08/2010

Postby roorg » Tue Aug 10, 2010 4:19 am

will you be adding skullsmasher to this new code?
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Re: Game Update Notes: 08/08/2010

Postby Malia » Tue Aug 10, 2010 4:35 am

Just a suggestion with all the new enchantments...

could we get a help enchantment_xxxxx file for new enchantments

Maybe the new admin Deneir can work on it or something... i know hes busy with typos and ansi fixes too.

so you could do 'Help enchantment_bane' and get an idea of what bane damage does.

Just an idea

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