Changes for June 2002

6-29-2

  • Mead is now brewable
  • When autoheal tries to cast a spell, it will no longer disarm mage weapons

6-23-2

  • WoD scripts have been updated

6-22-2

  • Fixed a couple more minor combat quirks. The only known problem at this point is that, for some reason, some people can't hear some of the combat sounds
  • Some minor speed tweaks to both combat and .grab

6-21-2

  • Fixed some attack animations for some different NPCs. If you see any NPCs that disappear in combat or turn into different creatures, let me know so I can fix them
  • Non-existant items will no longer break in combat
  • Archery should now be using arrows or bolts again
  • Performance tweaks for the new combat system

6-19-2

  • Added a 'status' command to townguards. When you use it, the guard will do a search for all the henchmen, tamed pets, merchants and whatever other NPCs that may be under your control, and presents you with a menu listing them all
  • From the menu, you can select a follower and have them summoned to you for a fee of 500 gold

6-18-2

  • Fixed several bugs with the calculations of the new combat system. I think at this point it should be virtually identical to the old system (with the exception of anything specifically noted as an intentional change)
  • Fix: Weapon damage is now correctly modified by the weapon's health and quality
  • Fix: Weapons and armor will now once again take damage in combat
  • Fix: Advancement of combat skills through usage is back in
  • Intentional change: When hit in melee combat, all armor covering the zone you get hit in will now suffer a minor bit of damage. What that means: clothing will now (slowly) wear out.
  • Runebooks can no longer be used to escape from jail (Bad prisoners!)

6-17-2

  • The detect hidden skill can now tell you what kind of trap is on a chest when you use the skill on a trapped chest, if your skill is high enough
  • You should no longer 'double parry' with the new combat system
  • Fixed a lot of attack animations for different weapons, both mounted and on foot. If you see any animations that don't look right, tell me what weapon you're using.

6-16-2

  • Work has started on a major complete overhaul of combat (moving from old combat system build into POL core to an (almost) completely scripted version of combat through the attack systemhook feature added in POL 0.94, for those interested.) The goal at this time is simply to recreate the old combat system (which can/will eventually be modified some some assorted ways.) There are a few changes (generally pretty minor), noted below
  • Intentional change: Successful melee attacks (unparried) will always do at least 1 point of damage (previously you could sometimes hit for no damage) A successful parry can still reduce the damage to 0, though
  • Intentional change: When hit, NPCs will use the greater value of either their natural AR or whatever equipment they may be wearing (I have no idea what in the heck they were doing before.)
  • Intentional change: NPCs have more attack animations. Some may be incorrect, though
  • Intentional change: Parry now makes a 'clank' noise
  • Unintentional change (AKA bug): Damage is slightly too high, both for players and NPCs. It does make combat more interesting, though :)
  • Unfinished: Ranged combat (archery) is still using the old system. I think that archery is simply going to need a complete overhaul instead of trying to recreate the old system, simply because I can't figure out how archery works. Detail are still under consideration.
  • By default, all players will continue to use the old combat system for the time being. This is simply the testing phase. You can, if you want, give the current combat system a whirl (and give feedback on it), with...
  • New (temporary) dot command: '.testcombat' Toggles you back and forth between using the old and new combat system. This affects both you and any monster you may be fighting. It does not affect any henchmen or pets you may be using, though.
  • Be careful using the new combat system. There are still bugs. If you die, its your own problem since I warned you ahead of time. :)

6-13-2

  • Swarms of bees now correctly disturb campfires
  • Being in warmode no longer disturbes campfires, though actively fighting does (or should, at least)
  • High levels of camping skill now give a larger area around the campfire that you can rest in

6-3-2

  • Finally finished making all the tradeskills use the crafting bag (maybe)

Back to Recent Changes