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  • Marrach Armour

    Hey guys,

    As of today I've finished the tweaks and adjustments needed to make armour functional for Castle Marrach. It's taken a bit longer than I planned, because I wanted to add a couple features to make it more lifelike and efficient (primarily, allowing layering of armour) but those changes required a huge amount of rewrite to the original armour script I'd prepared a year ago when Duel 2.0 was released. I also had to add functionality for the (upcoming) MCombat 3.0 release and the new @Ranged Combat, neither of which were written yet when Duel 2.0 came out last summer. This post is separate from the Duel 2.0 overview because Marrach Armour is affected by all of the game's (now three) combat systems.

    This post is the OOC information post on armour in Castle Marrach, covering its types, effects, stats and so forth. An IC posting will be released in the near future detailing things like guidelines, costs, and different mgeneric pieces offered by the Royal Armoury.

    This is probably going to be the last combat related release we see for a long while, next to MCombat 3.0 which is already done I just haven't had time to sit down and do a write-up for it yet. After this, just about everything combat related that's ever been asked for (and is plausible/reasonable) will have been implemented for CM, and coding focus will be shifted to new magic systems (starting with Spiritualism and Alchemy) and other non-martial features (CNPC merchants, coming soon!).

    So without further adieu...

    OVERVIEW

    Marrach Armour is the first and last armour script for Castle Marrach, allowing player characters to wear fully functional armour that negates mgeneric wounds in Duel 2.0, MCombat 3.0 and @Ranged combat. It contains the following features:
    • New Items: 31 different pieces of historically accurate european medieval armour in the mgeneric armoury, along with a few "exotic" pieces not available through the armoury.
    • Hit Regions: Armour covers 6 different "hit regions" matching the six wound regions in Duel 2.0.
    • Armour Layering: Wear certain types of armour over top of other armour pieces that cover the same hitregion (ie: plate cuirass over mail hauberk).
    • Armour Classes: Armour broken into three different weight classes; light, medium and heavy.
    • Armour Penalties: The heavier the armour, the higher your combat penalties.
    • Armour Durability: Take a hit in a combat system and armour is damaged instead of a wound being inflicted. Heavier armour has higher durability.
    • Armour Skills: Three new armour class skills that increase automatically when you fight in Duel 2.0, MCombat 3.0 or @Ranged Combat while wearing armour.
    WHAT DOES IT "DO"?

    Armour does exactly what you might think it does - it absorbs a wound instead of that wound being inflicted on your character. It only works in recognized Castle Marrach combat systems - that is to say, it won't prevent you from being injured by a trap or the @woundme command. Regardless of the combat system being used at the time, when a piece of armour takes a hit, it becomes damaged - that amount of damage depends on the weapon used and the attack type. Once a piece of armour reaches its damage limit, it no longer absorbs wounds.

    How this precisely works depends on the system being used to call the Marrach Armour script.
    • Duel 2.0: When your character reaches 0 remaining fatigue points, they are struck by the enemy's attack. This usually ends the duel, but if wearing armour this is not the case. Instead, when being struck, your character's armour will be damaged but the duel will continue, allowing you to counter your enemy as their sword bounces hopelessly off your plate cuirass. When you are struck and saved by a piece of armour, you will recover a chunk of fatigue the equivalent of 1 rest at your character's rest skill level, and then continue fighting from there - you're not fully recharged to 100% fatigue, so once you get hit the first time, take it as a sign that your character is exhausted, and try to finish your opponent before they hit you too much more.
    • MCombat 3.0: In MCombat we don't have a fatigue stat that rises and lowers as the fight proceeds; every attack against you has a set chance to hit. Getting hit in MCombat does the same as it would in Duel 2.0: you take a hit and continue fighting until you or the monster is dead.
    • @Ranged: In ranged combat, some attack types do nothing against heavier plate armour. In such cases, being hit by a ranged attack will not stop your @Charge if your armour was hit but took no damage (ie: throwing knife vs plate cuirass). Some attacks in @Ranged combat, particularly in the magical categories, ignore armour altogether.
    HIT REGIONS

    Hit regions were introduced with Duel 2.0 as a way to moderate the liklihood of being hit in a particular region of the body, dependant on a percentage formula instead of a random dice roll. Body parts which were historically struck the most often in a real duel (chiefly the arms) have the highest chance to be struck, making bracers and other arm-covering-armour more crucial than a pair of sabatons (metal boots). Hit regions are:

    (1) Head
    (2) Torso
    (3) Arms-Upper
    (4) Arms-Lower
    (5) Legs-Upper
    (6) Legs-Lower

    Most pieces of armour cover only one of these body parts, but some cover multiple. The chance to hit different body parts changes depending on the method of attack; for duel 2.0 the Arms-Upper and Arms-Lower combined account for 50% of all wounds making arm armour the most crucial, but in @Ranged, most wounds are torso shots (aim for center of mass) and in MCombat, different monster types will aim for different body parts (ie: rats are a lot more likely to wound Legs-Lower than any other body part).

    If you want to know the specific hit chances to strike different Hit Regions in Duel 2.0, refer to the Duel 2.0 release thread.

    LAYERS

    Two pieces of armour that cover the same Hit Region cannot be worn simultaneously unless properly layered. Right now, all armour except for mail is "outer layer"; if struck in a combat system, outer layer armour will be damaged first before checking for "under layer" armour. Mail, which conforms to the body in a metal mesh, is the only type of armour coded as "under layer", and can be worn either by itself or with "outer layer" armour worn on top of it, combining their protection levels together but also increasing their Armour Penalty (see below).

    ARMOUR PENALTY

    Armour penalty is the price we pay for wearing armour. Generally speaking, armour was very, very well made; it wasn't the bulky, clunky junk we see in a lot of movies and TV shows. It was sleek, often measured custom to the wearer's body, made as light as possible, and designed that its weight was distributed evenly throughout the body. That said, it's not entirely costless.

    Armour penalty is the sum of the total weight penalties of every piece of armour our character is currently wearing, checked by a somewhat complex script and formula with skill modifiers based on armour skills (see below). Armour penalty is tallied in the following amounts:
    • Light armour: 1% penalty per piece worn, 2% for torso pieces
    • Medium armour: 2% penalty per piece worn, 4% for torso pieces
    • Heavy armour: 4% penalty per piece worn, 8% for torso pieces
    These numbers may not seem like a lot at first, but they add up fast. A full set of heavy armour covering all 6 Hit Regions would amount to 28% armour penalty, that's assuming only an outer later is worn with no mail beneath.

    So what does the penalty do? Different things, depending on which combat system is being used.
    • Duel 2.0: Reduces the amount of fatigue restored by the rest skill by the specified percentage of armour penalty.
    • MCombat 3.0: Reduces dodge chance by the specified percentage of armour penalty.
    • @Ranged: Reduces dodge chance by the specified percentage of armour penalty.
    • Spell Casting: Reduces successful cast chance by the specified percentage of armour penalty.
    ARMOUR SKILLS

    There are three new skills being added to Castle Marrach with the introduction of Marrach Armour; "light armour wearing", "medium armour wearing" and "heavy armour wearing". These are passive skills that decrease your armour penalty for worn armour. They range on a scale of 0 - 100 and increase automatically over time, they cannot be taught or assessed. Every level of armour skill decreases your penalty for wearing the matching type of armour by 0.5% of the overall penalty amount. That is to say, at level 100 heavy armour, you would reduce your overall heavy armour penalty from 28% to 14%.

    These skills can only increase by 1pt per day, and only one of the three can increase each day. To increase them you must engage in Duel 2.0, MCombat or @Ranged combat while wearing a piece of armour. You can only increase an armour skill if wearing the matching class of armour. If wearing more than one armour class, a random armour class of the ones you're currently wearing at the time your skill increase is triggered will be selected to be raised (so if you specifically want to raise medium armour skill, don't train/fight while wearing both medium and light armour or you may get a skill bump in the skill you didn't want).

    You are notified with a message when any of your passive armour skills increase, and they can also be checked with the @stats command.
    StoryHost Kurzon
    Castle Marrach Staff

    kurzon@marrach.skotos.net

    The destiny of the world is determined less by the battles that are lost and won than by the stories it loves and believes in.

  • #2
    ARMOUR CLASSES & DURABILITY

    Armour classes are the weight divisions of armour; light, medium and heavy. The heavier the armour, the higher its durability, thus the more hits it can absorb for you before it breaks, but the heavier the armour the higher your Armour Penalty (see above).

    The base durability for all armour types is as follows:
    • Light Armour: 35pts for torso pieces / 25pts for limb and head pieces.
    • Medium Armour: 45pts for torso pieces / 35pts for limb and head pieces.
    • Heavy Armour: 80pts for torso pieces / 60pts for limb and head pieces.
    The actual durability of armour differentiates depending on the metal used. The above numbers are based on steel armour (or boiled leather for the light armour) which is the default and "strongest" armour metal next to magical metals. Getting armour in a softer, weaker metal such as copper, bronze or iron will lower the max durability to less than what is shown above.

    When armour is damaged or broken it can be taken to a smith to be repaired.

    DAMAGE FORMULAE

    I suppose telling you what the durability figures are doesn't do you much good without also explaining how durability damage is determined.

    For MCombat and @Ranged, the figures vary too wildly based on different attacks to get into here, so we'll focus on Duel 2.0. First off, know that a rebated weapon can never damage armour (which means incidentally, if you're practice sparring while wearing full body armour, you can never lose the fight until you @withdraw). Armour damage uses the mgeneric duel 2.0 weapon stats listed in the main Duel 2.0 Thread to determine how much damage is done to armour when struck.


    Base Damage: 15..25
    Thrust Bonus: + 5..10
    Lunge Bonus: + 10..15
    Cleave Bonus: + 15
    Strongthrust Bonus: +5
    Strongcut Bonus: +10
    Cutpenetrates/Thrustpenetrates Bonus: +25
    TwoHand Bonus: +10


    Some of you may be wondering why cut bonuses are higher than thrust bonuses when late era swords evolved from cutting weapons into thrusting weapons specifically to deal with advanced armour. There's two reasons it was done this way:
    1. We don't have a "smash" dueling skill, in CM we use "cut" as all swinging attacks, including when swinging blunted weapons. Increasing armour damage for strongcut and cleave was necessary in order to bring armour piercing weapons like warhammers and axes up to par for where they should be in armour penetration. While this does affect cutting swords that also have those stats, no cutting swords have the cutpenetrates stat, which still forces cuts on swords to fall far inferior in armour penetration than other weapons designed to pierce heavy armour.
    2. It's actually historically accurate. As plate armour became a reality of medieval warfare, weapons once relied on to pierce mail and leather became increasingly obsolete. Spears and pikes were all but brushed aside by plate, and medieval weaponry started to evolve; crushing weapons like warhammers and halberds were seen more and more, the shortsword evolved into the arming sword with a thicker spine and tapered tip for punching holes in armour - longswords too evolved from flatter, double-edged cutting blades to diamond cross-sectioned stabbing swords. The final result of weapon priority when facing heavy armour using the figures above more or less mimics (as close as I could) how effective weapons were against varying types of armour.
    Here's a few sample damage calculations, from weakest to strongest:

    ONE HAND SWORD
    Cut: Base(15..25) = 15..25 [20 avg]
    Thrust: Base(15..25) + Thrust(5..10) = 20..35 [27.50 avg]
    Lunge: Base(15..25) + Lunge(10..15) = 25..40 [32.50 avg]

    TWO HAND SWORD
    Cut: Base(15..25) + TwoHand(10) = 25..35 [30 avg]
    Thrust: Base(15..25) + TwoHand(10) + Thrust(5..10) = 30..45 [37.50 avg]
    Cleave: Base(15..25) + TwoHand(10) + Cleave(15) = 40..50 [45 avg]

    TWO HAND SPEAR
    Thrust: Base(15..25) + TwoHand(10) + Thrust(5..10) + StrongThrust(5) = 35..50 [42.50 avg]
    Lunge: Base(15..25) + TwoHand(10) + Lunge(10..15) + StrongThrust(5) = 40..55 [47.50 avg]

    ONE HAND AXE/BLUDGEON
    Cut: Base(15..25) + ArmourPen(25) = 40..50 [45 avg]
    Cleave: Base(15..25) + Cleave(15) + ArmourPen(25) = 55..65 [60 avg]

    TWO HAND AXE/BLUDGEON
    Cut: Base(15..25) + TwoHand(10) + StrongCut(10) + ArmourPen(25) = 60..70 [65 avg]
    Cleave: Base(15..25) + TwoHand(10) + Cleave(15) + StrongCut(10) + ArmourPen(25) = 75..85 [80 avg]


    I didn't cover every possible weapon type and attack type in the sample data above, but you can do your own calculations based on the figures I've shared if there's a particular weapon and attack you want to estimate damage for.

    The final numbers I'm pretty satisfied, both in terms of realism and game balance. The most damaging weapon, the two handed bludgeon (two hand axes, two hand warhammers) is the only weapon with enough force to punch through the strongest piece of armour (a plate torso piece) in a single attack. However it's also one of the harder weapons to actually land a successful attack with, being limited to cut (and cleave) as its only attack and having the weakguard penalty.

    As weapons get more versatile (ie: swords) they become a jack-of-all-trades but master of none, gaining stats that make it easier to hit someone but dealing less armour damage. The exception being the arming sword, because they were designed to counter plate, and are highly restricted in-character.

    Spears and two handed swords, which are fine for punching through leather and mail, become less effective once plate is introduced. In fact, if you don't have a weapon with armour penetration, you have very little success chance against a plate armoured opponent at all, unless there are parts of their body exposed, or your skill level is so much higher than your opponent that you can chip him down over the course of a dozen successful hits.

    ACQUISITION

    This is mostly an IC thing, but I know people are going to want to obtain this OOCly, so I'll touch on it briefly.

    Armour isn't going to be cheap or easy to obtain, especially heavy plate. It can't be; not only because of how powerful a full set of plate is, but also because it's unrealistic and arguably theme breaking to have the whole castle population running around in suits of armour all day.

    Armour is going to be bought with coin, and the prices are going to be staggering enough that it's going to "feel good" when you manage to complete your set. Up until the Late Medieval Era, well after the advent of plate armour, it was often the case that Knights still wore just mail because plate was too expensive to afford.

    There are going to be restrictions to who the Armoury will sell armour to, you're going to have to be a Court member or sponsored by one in order to acquire it - which is also going to make obtaining Court Favour that much jucier. However, there are no restrictions on owning armour, only purchasing it - if you manage to find a way to obtain some, it's yours. There will be opportunities to acquire armour outside of standard ordering through the Royal Armoury; plots, Ali visits (we happen to have one around the corner) or shadier sources. And the option for someone of rank to just "gift" you a set of armour is still plausible, if they have a few thousand coins to burn.

    The IC guidelines should be posted quite soonish, but before they're released, the message to take away from this is that 1) armour is going to hit your coin purse hard, 2) you're going to need to be a Court member or have sponsorship from a Knight or Noble to order any, and 3) heavy plate is only going to be accessible to ordained knights and nobility.

    CHANGELOG

    26 AUG 2016: Initial public release.
    Last edited by Kurzon; 09-12-2016, 02:46 AM.
    StoryHost Kurzon
    Castle Marrach Staff

    kurzon@marrach.skotos.net

    The destiny of the world is determined less by the battles that are lost and won than by the stories it loves and believes in.

    Comment


    • #3
      Originally posted by Kurzon View Post
      These skills can only increase by 1pt per day, and only one of the three can increase each day. To increase them you must engage in Duel 2.0, MCombat or @Ranged combat while wearing a piece of armour. You can only increase an armour skill if wearing the matching class of armour. If wearing more than one armour class, a random armour class of the ones you're currently wearing at the time your skill increase is triggered will be selected to be raised (so if you specifically want to raise medium armour skill, don't train/fight while wearing both medium and light armour or you may get a skill bump in the skill you didn't want).
      Just wondering, are you supposed to always gain 1 rank a day if you participate in a duel with armor on? Or is there only a chance to gain a level?

      And how can man die better
      Than facing fearful odds,
      For the ashes of his fathers,
      And the temples of his gods.

      Comment


      • #4
        It's a chance, not an accumulative experience amount. Every duel you have rolls a dice that has a chance to increase your armour skill by one level. You can roll that die as many times a day as you want, until you succeed, after which it goes on a 20 hour cooldown.
        StoryHost Kurzon
        Castle Marrach Staff

        kurzon@marrach.skotos.net

        The destiny of the world is determined less by the battles that are lost and won than by the stories it loves and believes in.

        Comment


        • #5
          2016/12/29
          • Fixed a bug preventing armour-wearing characters from increasing armour skill past level 1.
          • Fixed a bug caused by new @dualwield method that was preventing armor penetration properties from working properly.
          StoryHost Kurzon
          Castle Marrach Staff

          kurzon@marrach.skotos.net

          The destiny of the world is determined less by the battles that are lost and won than by the stories it loves and believes in.

          Comment


          • #6
            Originally posted by Kurzon View Post
            2016/12/29
            • Fixed a bug preventing armour-wearing characters from increasing armour skill past level 1.
            Well THAT EXPLAINS SO MUCH! I thought my character was just really cursed by the RNG gods.
            Proud member of: WWMHSBA

            "Why don't you all just go submit some plots where you can get pregnant, give birth to you own alt as an annoying child character, have it grow up to be a drama queen, and then you can use IC/OOC crossover to hide the goods you stole and escape from the dungeon that you're locked in due to a badly run rape plot?!" - Age

            Comment


            • #7
              2016/12/31

              MGeneric full helms (helmets which cover the face) now function similarly to disguise cloaks and masks, concealing the wearer's identity when worn.
              • The format for the disguised character brief is: a <man/woman> in a <helmet brief> (ie: a man in a steel great helm)
              • The following helmets are included: great bascinet, snub bascinet, close helm, frogmouth helm, great helm, horned great helm
              If you own a custom full helm that does not now function as a disguise object please file an assist indicating the object, also please make note of the object's location (ie: first trunk in my bedroom) so we can more easily locate it.
              StoryHost Kurzon
              Castle Marrach Staff

              kurzon@marrach.skotos.net

              The destiny of the world is determined less by the battles that are lost and won than by the stories it loves and believes in.

              Comment


              • #8
                2017/03/16

                Similarly to weapons, armour pieces will now notify the user of their stats when inspected with the inspect verb. Information given includes weight class, layering, hit location coverage and any misc details if they apply.
                StoryHost Kurzon
                Castle Marrach Staff

                kurzon@marrach.skotos.net

                The destiny of the world is determined less by the battles that are lost and won than by the stories it loves and believes in.

                Comment

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