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PostPosted: Fri May 02, 2008 7:21 pm 
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I'll be expecting to see everyone on flying mounts then.


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PostPosted: Fri May 02, 2008 7:42 pm 
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A much needed change, thanks for the hard work Dulrik and imms.

The only thing I'm iffy about is magma spray completely ignoring MP, I thought if the cling ignored MP that would be fine. If the whole spell does, it's going to be very, very powerful.

I have not tested it however, so I won't complain until I see what actual sort of damage it puts out, and how much reflex still helps.


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PostPosted: Fri May 02, 2008 7:48 pm 
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Location: My heart's in <strike>Iraq</strike> Texas with my newly re-enlisted 'som' 'soq' daughter
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I haven't been on to see, but did the mid-spell bash get changed to lag or "Your spell has been interrupted!"? I would definitely hope it was interrupted. But yeah, all in all, this update is definitely a good thing.

Question concerning enchant: Does the material quality still improve at the same rate or does material quality wait 10 levels of enchantment before improving? (Just thinking aloud, but material quality is/was a sure-fire way to know if some plebe could keep the gear.)


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PostPosted: Fri May 02, 2008 7:50 pm 
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Snuffles wrote:
I'll be expecting to see everyone on flying mounts then.


Or GM priests will be asked to cast bless to counter it.


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PostPosted: Fri May 02, 2008 7:57 pm 
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Pushing40 wrote:
Snuffles wrote:
I'll be expecting to see everyone on flying mounts then.


Or GM priests will be asked to cast bless to counter it.

This makes me grin. Nice try.


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PostPosted: Fri May 02, 2008 8:46 pm 
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Lakir wrote:
BEST CODE UPDATE EVER!!!


QFT....I don't care if its my own quote..STFU


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 Post subject: Re: Q&A: Re: 05/02/2008 Code Update
PostPosted: Fri May 02, 2008 9:41 pm 
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Dulrik wrote:
- Cannot order NPCs to use secret abilities

Does this mean no religion spells available to characters from NPCs? If so, yay!

Dulrik wrote:
- Fixed hit point bug involving Fatigue

Also yay!

EDIT: About new prone code and skills, you realise D that this update really made the Fist overpowered. If you summ up all the changes, a griffon fist shaman or perhaps even warlock are probably the hottest things out there. Unless of course such skills are disabled when prone, especially the master lvl skill of the Fist(which makes not much sense to be able to fire when prone).


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PostPosted: Sat May 03, 2008 1:13 am 
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Quote:
New Stuff:
- Prone status reduces chance to hit and prevents most combat commands
Changes:
- Bash, trip and gore revamped to use prone affect instead of rest and lag


A very nice change indeed. I look forward to PvP evolving around more than just spamming bash. Maybe we'll actually seem some real skill now!

Quote:
- Shocking Grasp spell has short-term debuff affecting reflex saves
- Lightning Bolt spell damage buffed


Interesting little touches. Wonder exactly how much the damage was increased. Does this effect the warlock spell only, or also call lightning?

Quote:
- Added 1-tick warning before conjured elemental disappears


Handy.

Quote:
- Magma Spray ignores magical protection


Very sceptical about this one. If we're going back to the magma era of the past, this just made warlocks absolutely insane. I guess we do have reflex now, but that's quite difficult to get. Also, centaurs are going to be feeling the pain of that even more. Especially the law NPCs of a certain faction. Do you plan to add more means to access resist elements via items or potions?

Quote:
- The first 10 levels of enchantments don't count for item thieves


Fantastic and quite newbie friendly.

Quote:
- Scout herbs can be located one status earlier than before
- Scouts can skin materials earlier than before but with failure chance


Was that necessary? Never actually followed a discussion of people complaining about it. Nice, I suppose!

Quote:
- Magical flight penalizes chance to hit


Second thing I am a bit mind-boggled about. I like the fact that it gives griffons and sprites a much needed advantage, but I can think of at least one class that is getting hit with the nerf bat through this one. What exactly counts as magical? Items and herbs too? If so, it might leave open the possibility for future tweaks and actually make certain herbs quite popular.

Quote:
- Fatigue now works plus also eventually affects strength


Good, fatigue meant very little up to now. Hopefully, this will prevent folk from running around with haste/gstr all the time.

Quote:
- Cannot order NPCs to use secret abilities


Although it's a blow for all tribunals, I am quite fond of this change. It also makes religious spells actually unique.


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PostPosted: Sat May 03, 2008 2:00 am 
Lolth wrote:
Quote:
- Magical flight penalizes chance to hit


Second thing I am a bit mind-boggled about. I like the fact that it gives griffons and sprites a much needed advantage, but I can think of at least one class that is getting hit with the nerf bat through this one. What exactly counts as magical? Items and herbs too? If so, it might leave open the possibility for future tweaks and actually make certain herbs quite popular.


I personally think this was a much needed change, and a needed small buff to swashbucklers and griffons/sprites. It's a bit ridiculous when -everyone- is flying -all the time-. Who do you think got nerfed? Beyond the obvious merc/barb.(who needed the nerf anyways)


Last edited by Syndal on Sat May 03, 2008 2:03 am, edited 2 times in total.

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PostPosted: Sat May 03, 2008 2:01 am 
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concur


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