Update [Sept 14 07] - Super Update!

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Red Squirrel
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Update [Sept 14 07] - Super Update!

Post by Red Squirrel »

* Fukiya darts and shurikens now have delay of 4 seconds per use instead of 10 and also use same formula as weapons to determine hit chance. The skill check used is ninjitsu. Both of these can also be parried.

* When using barding skills, if no instrument is set, it will auto pick one instead of asking.

* Ore and runics drop on elemental lord instead of paracelsus now. Max ore has also been lowered by type as it was inflating the resource economy.

* Discordance now wears off if the discorded target dies (ex: players or bonded pets).

* Demitel bosses now start at 5% chance and go up to 10% chance with max of 1k luck instead of base 10% up to 15%.

* Yellow yoshies no longer have magery, this was a bug.

* Changelings and derivations of changelings (ex: irk, spite, guile) will now properly mimic barding skills due to the AI additions of bard skill usage

* Hireable bards will now use barding skills.

* Satyrs now use the new AI for their barding skills instead of special code. They also have a rare chance to drop the flute that makes their sounds.

* Spellweaving now shows up in skills gump when clicking the arrow in animal lore gump to show all skills.

* Dryad allure chance is now based on monster fame, and is also lowered if the creature is a paragon or a supreme. high end paragon/supremes will be extremly hard to allure

* Healers will now heal you upon being rezed. You may need to move around a bit. You must accept the rez within 30 seconds for this to work.

* Rez gates have now been replaced with healers

* Teleport spell now works in custom buildings that use housing system

* Masterpiece weapons can now be crafted. Every time you craft a weapon using a non runic tool, you have a 1.005% chance at 120 skill and extremly low chance at 100. It was scientific notation at GM, so get 120 skill if you want to craft those. :P

* Champion spawn mob spawn numbers/level has been tweaked, and an option to change the max spawn per spawn has been added. (will be used to make less spawn in tight areas such as twisted weald)

*Added Monstrous Interred Grizzle's goo attack as well as fixed the spellweaving and lootpacks

*Added travesty's summoning ability and fixed up the spellweaving, stats and loot pack

*Changed grizzle bones' itemid as it was incorrect

*Created/Modified and simplified Monstrous Interred Grizzle's rare drops

*Coded in Shimmering Effusion and added his spawn ability as well as spellweaving and loot.

*Created Lefty the Ticket Salesman who will sell the prism of light entry ticket for 10k. These tickets expire after 12 hours.

*Created a few evil decor items such as bone chair and couch.

*Added the intermittent damage to Effusion and the three clouds

*Modified the sacred elemental to only contain demon slayer to compliment the upcoming recipe system.

*Fixed coeurls. They will now heal themselves with sufficient magery.

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Nosferatu
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Update [Sept 14 07] - Super Update!

Post by Nosferatu »

excellent update.. i love super updates.. so much goodies to browse upon with our wandering eyes! lol.

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sliptongue69
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Update [Sept 14 07] - Super Update!

Post by sliptongue69 »

Didn't mention you fixed arti drops. At least Demitel artis. Could you post the Gaunt arti drop chance code, please? I don't believe it looks at luck.

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Red Squirrel
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Update [Sept 14 07] - Super Update!

Post by Red Squirrel »

Gaunt arty drops have not changed in this update

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Update [Sept 14 07] - Super Update!

Post by Red Squirrel »

Did a quick bug fix update today since the shard was totally dead anyway (kinda weird... its saturday...) and fixed a few bugs. I did notice the gaunt chance increase per mob was a tad on the high side so that got reduced a bit. Most of the bugs that got fixed were minor, but just anoyances.

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Nosferatu
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Update [Sept 14 07] - Super Update!

Post by Nosferatu »

reduced? ahhhh by how much

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Update [Sept 14 07] - Super Update!

Post by Red Squirrel »

The odds went up by 0.1% per kill, now its 0.025% per kill. So if DF gives you 2% your next will give you 2.025% and so on. (this is global to all doom bosses)

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Nosferatu
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Update [Sept 14 07] - Super Update!

Post by Nosferatu »

you really think that the chances were overwhelming? im just wondering honestlly. :P

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Update [Sept 14 07] - Super Update!

Post by Red Squirrel »

Well over time I find it was going up to the cap too quick. Kill 10 bosses, and its 1% out of 5% more. So at 50 bosses, you hit the max already.

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Nosferatu
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Update [Sept 14 07] - Super Update!

Post by Nosferatu »

Well it should be about 75 bosses in my opinion.. i guess right now you have it around 100 bosses. Either way its fun to kill bosses :D.. the new ai keeps getting better and better making it much more challenging its not like it used to be where i could pretty much afk for a boss fight and come back and move to the next room things are changing and balancing constantlly so its making it more difficult and requiring actual skill now. :wink:

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Update [Sept 14 07] - Super Update!

Post by Red Squirrel »

Yeah the AI sure helps now. Champ spawns are way harder too,specially now that they spawn more stuff and require to kill more in order to advance levels. The default is actually higher but think with the new AI it should be fine. Some champs like undead are quite hard even without the AI, on shards that have it set to 250 max kills to start. (200 here)

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Death
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Update [Sept 14 07] - Super Update!

Post by Death »

The reason things are harder now is to ensure that the economy doesn't get screwed up with tons of artifact, gold and powerscrolls and to make it worthwhile to pursue other systems (Peerless bosses VS Masterpiece system VS demitel VS aoas and gaunt). Also gives players more to do than to just go someplace, kill and get an artifact then go back home.

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Nosferatu
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Update [Sept 14 07] - Super Update!

Post by Nosferatu »

well as far as that goes its already a little screwed up.. but for the future such as masterpiece things for example... yes it will be better

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Death
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Update [Sept 14 07] - Super Update!

Post by Death »

Nosferatu wrote:well as far as that goes its already a little screwed up.. but for the future such as masterpiece things for example... yes it will be better
Ya, I've been making some already but I smelted my 108 point one by accident. That pissed me off XD.

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sliptongue69
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Update [Sept 14 07] - Super Update!

Post by sliptongue69 »

So I take it luck has nothing to do with it.

Edit: omfg...it sure as fuck doesn't...

1296 luck and I went from 1.43% chance to 1.45% chance...

With 1500+ luck I went from 1.08% chance to 1.1%...

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Red Squirrel
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Update [Sept 14 07] - Super Update!

Post by Red Squirrel »

Try 0 luck then 1500 (max) its a difference. Not big, but its a difference.

Also, unlike Demise, here its YOUR luck that counts for you to get an arty, not the top damagers. Its also possible for multiple people to get an arty off the same boss.

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Death
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Update [Sept 14 07] - Super Update!

Post by Death »

sliptongue69 wrote:So I take it luck has nothing to do with it.

Edit: omfg...it sure as fuck doesn't...

1296 luck and I went from 1.43% chance to 1.45% chance...

With 1500+ luck I went from 1.08% chance to 1.1%...
Luck has quite an impact on pretty much everything:

-Quality of loot
-Chance to get parrots to drop
-Chance of finding masterpiece resources
-Artifact drops of all kinds (tots, gtots, demitel, aoa's, named minor arties, etc)

Say at 0 luck you may have 1.0% and maybe at 1000 luck you get 1.5%, that's still quite a difference. Consider that this is a per enemy basis that you get that extra percent, everytime you kill an enemy, you get 0.5% more chance to get something. It does add up when you start killing a lot. When I honor my opponents and get the luck gain, I find a lot more masterpiece resources and better loot on average than when I don't honor.

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sliptongue69
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Update [Sept 14 07] - Super Update!

Post by sliptongue69 »

Tested on the TC and got the same arti chance increase with -600 and 0 luck.

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