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  • Kurzon
    started a topic MCombat 4.1 Update Info

    MCombat 4.1 Update Info

    FOREWORD

    MCombat update 4.1 is an ability overhaul for MCombat 4 with a goal of simplifying and quickening combat so that less time can be spent calculating and more time actually fighting. To achieve this, MCombat 4.1 removes Action Points, takes buff/debuff abilities out of the Attack Sequence, removes focus cost from all moves except for one, and replaces the entire ability list with a new set of abilities, only 3 of which you can ever have at any given time.

    The basic attacks of cut and thrust have been replaced with a choice of making strong, quick or precise attacks from a "hand" 5 of attacks that are dealt to you at the start of each turn, from a deck of 15 attacks determined by your equipped weapons. The strategic focus now moves away from calculating action points or deciding whether to use an attack ability or debuff ability in your Attack Sequence to deciding which 3 of the 5 attacks you've been dealt to use this turn, and in which order based on the benefits they provide, as well as when it will be most beneficial to use your Active Abilities (buffs and debuffs) before you attack.

    MCombat 4.1 also fully implements ranged combat with a particular focus on Sorcery, giving sorcerers a way to duel each other (or other non-sorcerers).

    SUMMARY OF CHANGES

    - Action Points have been removed. A character is now allowed 3 attacks per Attack Sequence regardless of the type of attack being used.
    - Basic attacks such as cut and thrust have been replaced with three new basic attack types; quick, strong and precise. Each basic attack type has a different perk associated.
    - Basic attacks are now 'dealt' to you at the start of each turn, you're permitted to choose 3 from a hand of 5, which themselves come from a 'deck' of 15 determined by your equipped weapons.
    - All other abilities from MCombat 4.0 have been removed and replaced with a new list of abilities called Active Abilities.
    - Active Abilities are used outside of the Attack Sequence and do no damage but inflict buffs, defuffs, fatigue recovery or other phenomena.
    - A character can only ever have 3 Active Abilities at a time, determined by their equipped weapon(s).
    - Ability names no longer have to be entered when attacking, reducing typing time of chance for typos. Instead, an ability's listed number is entered when using a Basic Attack or Active Ability.
    - Sorcery has been vastly implemented into MCombat and should now be fully functional and competitive with sword/weapons combat.
    - @advance now functions properly to allow ranged characters to attempt to keep melee fighters at a distance.
    Last edited by Kurzon; 04-06-2019, 04:52 AM.

  • TatchSalvin
    replied
    What’s preventing you from starting something like this Nicco?

    Leave a comment:


  • Nicco
    replied
    Originally posted by melle View Post
    i'd love to see a real brawling society arise in the outer at some point, whether formally chartered or underground.
    MARRACH FIGHT CLUB. I'm serious about this.

    Leave a comment:


  • Melle
    replied
    While we're talking about styles and ideas for the future, I'd just like to put out a few ideas that I've had and things I'd love to see more of.

    First, having styles be specific to groups in the Castle is a great idea and a great way of blending the combat elements of the game with the social. One thing I'd like to suggest is that those styles should also still be available to alumni of the groups, and maybe in order to relieve staff of the task of keeping track of who gets which, maybe create some kind of list overseen by the heads of each group that they can add to and take off at will (with staff keeping access to make sure they're not abused of course.) You could also potentially extent the privilege of a group's style to "honorary" members, those who've done something significant and memorable to contribute to a group without joining, though that might open the door to favouritism.

    One thing I also like to imagine for the somewhat more distant future is character-created styles! This would be limited to very high level warriors, of course, but it would be great if those with enough ingenuity and experience in the system could come up with a new style that they think would suit their mcombat strategy better and then put that into effect with staff cooperation. They could then elect to pass that style onto their students and others they deem worthy. I think it would bring some great new depth to the culture and science of combat in the Castle.

    Finally, unarmed combat! Obviously as it's lacking any specialised abilities or a focus attack at the moment unarmed combat already feels a little unfinished, but it's still fun and I'd love to see it developed more in future. I think it's crucial that unarmed fighters will always be at a massive disadvantage against those with weapons, but I think in spite of that it could still serve a great purpose in the society of the Castle, as a means for even those without any intrinsic rank, favour or monetary means to gain some strength. I love the idea that even though "brawling" might still seen as horribly disreputable and improper by those higher up in society it could still flourish as a way for commoners to learn to defend themselves and to grow stronger overall. Obviously basic abilities and a focus attack would be the best way to encourage that to begin with, but I think diverging styles for unarmed would be great as well further down the line, maybe initially one that favours power, one that emphasizes focus attacks and one for critical hits. I'd love to see a real brawling society arise in the Outer at some point, whether formally chartered or underground.

    Anyway these are just my personal hopes for the future of styles and mcombat, curious if other people have been thinking the same thing or if there's other areas they'd like to get more attention.

    Leave a comment:


  • Kurzon
    replied
    Originally posted by Josie_Brennan View Post
    Did the rapier's focus attack ever get fixed?
    The issue where you'd hit yourself with the focus attack? I believe this was fixed, yes.

    Originally posted by Kaori View Post
    So far sorcery seems a bit lackluster in combat right now. This seems like a fairly cool focus attack but the problem is that if a sorcerer is in @mcombat with 1 other person then combat goes by so quick that neither max out focus. If it's a group fight, almost always someone targets whatever sorcerers are in the battle and remove them from the equation quickly.
    Part of the philosophy that went into designing the sorcery aspect of MCombat is that I didn't want sorcerers to suddenly and inexplicably 'become stronger' for no apparent IC reason. IE: If your sorcerer couldn't beat X character in a fight in Duel 2.0, they shouldn't be able to spontaneously do so now using a different system with no IC reason given for the increase of strength. Just as is the case outside of MCombat, the potency of sorcery inside MCombat revolves a lot around obtaining sorcery combat spells, not just skill levels in sorcery skills.

    There are spells that allow you to teleport to different combat areas without using @advance to avoid taking damage, or spells that can knock opponents out of your combat area. There are spells that allow you to absorb physical attacks telekinetically with willpower instead of the damage going to your (mostly non-existant) fatigue. There are spells, like the ever notorious lightning spell, that do far more damage on your basic quick/strong/precise attacks than the 'willburst' sorcerers get by default; the willburst is balanced to mimic an unarmed/melee attack in potency whereas actual combat spells mimic the damage of an armed weapon attack. Sorcery attacks use the same damage formula as martial attacks, simply using Sorcery Skill + Sphere Skill to determine base damage instead of Dueling Skill + Weapon skill, but the math is identical. Similarly, sorcery Willpower uses the same formula as swordsman Fatigue. Therefore, a sorcerer with, say, all Artisan level sorcery skills is of exactly the same strength stat wise as a swordsman with all Artisan level martial skills.

    The problem I've observed since the release of MCombat 4.1 is that most sorcery combat has involved sorcerers without any combat spells going toe-to-toe with Senior Artisan / Master level swordsmen and getting smote pretty quickly - and that's what should happen in such a scenario, it's about the equivalent of a Fellowcraft/Journeyman level swordsman taking on an Artisan/SeniorArt level swordsman... and only the latter of the two has a weapon wielded. Try again with some of the aforementioned spells from the above paragraph, or invent ones of your own (once we get the new sorcery spell submission process released), and it'll be a different story.

    I do agree with adding more @styles for sorcery specifically, I'm not sure yet whether to make them unlockable via possession of certain sorcery spells or automatically unlocked when reaching certain skill levels.

    Leave a comment:


  • Kurzon
    replied
    MECHANICS UPDATES

    * A fighteasy mechanic has been added for MCombat, this is activated using @mcombat 'fighteasy. When this feature is active, MCombat applies a penalty to all your skills for all of its equations, including base damage, expertise bonuses, max fatigue and fatigue recovery, active skills, attack turn order, etc. The only thing presently unaffected by fighteasy is your combat style; if a combat style has been unlocked due to having certain martial skills, that style remains unlocked even if fighteasy would bring your skill levels below the requirement to use it.The fighteasy penalty is significant and can be any number between 1 and 5, applying that number as a skill level downgrade to ALL dueling and weapon skills (a -5 penalty would therefore take Master level dueling skills and reduce them to Senior Apprentice level dueling skills). Unlike duel 2.0, this fighteasy penalty remains active after set and does not have to be re-activated between matches, you will however get a reminder when you ready for MCombat to let you know if it is already active.

    Leave a comment:


  • Kaori
    replied
    SORCERY

    ** Sorcery Active Abilities are based on learned spells, not equipped weapons **

    [Focus Attack] Willpower Cascade (Precise)
    - Call heavily upon your Will, blanketing yourself with its eneries
    - Grants self Restore Willpower 15% per turn [3 turns]
    - 10% chance per skill level in Sorcery to increase magic damage dealt by 25% [3 turns]
    - 10% chance per skill level in Sorcery to reduce magic damage taken by 25% [3 turns]
    - Notes: This is the default sorcery focus ability, others can be learned via spell scrolls. It's mostly effective when fighting other magic users, although it's worth noting that blocking physical attacks with telekinesis (if the spell is possessed to do this) turns that attack into magic damage instead of physical, meaning the magic defense buff from this ability will remove 25% of that physical damage.
    So far sorcery seems a bit lackluster in combat right now. This seems like a fairly cool focus attack but the problem is that if a sorcerer is in @mcombat with 1 other person then combat goes by so quick that neither max out focus. If it's a group fight, almost always someone targets whatever sorcerers are in the battle and remove them from the equation quickly. Even if someone goes easy on us and uses only 1 attack per turn so we can try things, by the time our focus is built up to use this cascade we are almost down already, so we aren't likely to be able to make use of a full 3 turns of magic regen.

    Secondly, our @abilities are broken, so any spells we might know that would be useful in combat simply don't show up. Now it's possible that Kaori doesn't know any spells that have been coded to be used in @mcombat yet, but the @abilities command isn't even smart enough to inform me that I have no abilities, and instead gives me an oops message. So all I can do is complain about @abilities being broken and not that specific spells haven't been coded yet.

    Worse, let's look at the @style options that are about. Kaori happens to have enough Guard that she can use the Tactician style, but again because our abilities are broken that doesn't mean anything for her, but at least if @abilities was working it would make sense for a sorcerer to work on guard. The Warrior and Rogue styles, on the other hand, would be the most practical right now for a sorcerer if there was some magical equivalent of them. It, for instance, seems silly for a sorcerer to train cut up to level 6 so that their magical attacks hit harder, or to train thrust up to level 6 so we get more criticals.

    Personally, I would LOVE to see @styles linked with the various magical skills. For example perhaps if a sorcerer had level 6 sorcery they could get a style similar to the Tactician, or if they had level 6 in a specific sphere they might get something similar to the Warrior.

    Should Sorcerers ever be front line fighters? Nah I'm not saying that, but without working @abilities and with styles that would be useful but that require skills a sorcerer just isn't likely to be gaining, and for there being nothing to stop someone from @advancing on them super quick and taking them out in two turns... it does make @mcombat rather boring from a sorcerers perspective.

    Leave a comment:


  • Josie_Brennan
    replied
    Did the rapier's focus attack ever get fixed? I browsed through and skimmed briefly but didn't see anything mentioning it. Just curious as I've been avoiding mine since my last death experience.

    Thanks, and all these updates look awesome!

    Leave a comment:


  • Halvard
    replied
    I am curious and happy about all of this (except Assassinate getting fixed, for reasons of self-preservation).

    Leave a comment:


  • Tine
    replied
    Originally posted by Kurzon View Post
    [4.1.3]

    BUG FIXES

    * A number of styles were previously not giving the proper amount of Strong/Quick/Precise attacks as advertised, this has been addressed with the @style revamp.
    * The sidearm's focus attack 'assassinate' should no longer error out when used.
    Very happy the dagger's Focus has been fixed. I can't wait to assassinate someone (Halvard, look out!).

    Leave a comment:


  • Kurzon
    replied
    [4.1.3]

    BALANCE CHANGES

    * Polearms now cause the wielder to receive and inflict -15% damage. This does not stack with the shield's similar effect.
    * Fatigue recovery on the swordonehand ability #2 Deflection has been returned to its former value of 10% fatigue per turn (15% Master)


    MECHANICS UPDATES

    All combat styles activated via @style have been redesigned.

    The Warrior [SSSPQ]
    * Benefit: Generate 5 critical points each turn
    * Benefit: Increase the damage of your strong attacks by 15%
    * Unlock: Level 6 (artisan) cut

    The Rogue [SPQQQ]
    * Benefit: Increase the amount of critical points you generate by 20%
    * Benefit: Increase critical strike damage by 20%
    * Unlock: Level 6 (artisan) thrust

    The Tactician [SPPPQ]
    * Benefit: Cooldowns of all Active Abilities are reduced by 1 turn
    * Unlock: Level 6 (artisan) guard
    * Note: The 'tooltip' displayed when using @ability 'list will not factor in the reduced turn when displaying an ability's cooldown until that ability has been used. Eg; an ability might display as having a 7 turn cooldown, but as soon as it is used, it will read 6 turns remaining instead of 7.

    The Lancer [SSPQQ]
    * Benefit: Increase critical strike damage by 20%
    * Benefit: Increase the damage of your focus attack by 20%
    * Change: You no longer inflict and receive -15% damage when using a polearm
    * Change: Your polearm #3 ability 'shaft sweep' is replaced with 'lance striking' when using the polearm in both hands
    * Unlock: Level 6 (artisan) polearm

    The Battler [SSPPQ]
    * Benefit: Increase the damage of your strong attacks by 15%
    * Benefit: Increase focus point generation by 15%
    * Unlock: Granted if on Battle Guild roster

    The Duelist [SPPQQ]
    * Benefit: Increase the damage of your quick attacks by 15%
    * Benefit: Increase the damage of your precise attacks by 15%
    * Unlock: Granted if on Duelist roster

    The Soldier [SSPPQ]
    * Benefit: Increase the damage of your focus attacks by 20%
    * Benefit: Increase the damage of your precise attacks by 15%
    * Change: The 30% reduction for both damage inflicted and received when using a shield is lowered to 15%
    * Change: You now use the focus attack of your wielded weapon instead of your shield
    * Change: Your shield #3 ability 'intercept' is replaced with 'shield smite'
    * Unlock: Granted if on Regular Army roster

    ** The Raider Style and Knight Style have been removed. If you are currently set to one of these styles, you will need to update your @style before entering combat again or your style will not factor in properly.

    New abilities:

    [Shield: #3] Shield Smite:
    * Basic: Reduce a target's attack by 15% [3 turns / 7 turn cooldown]
    * Expert: Reduce a target's attack by 20% and defense by 20% [3 turns / 6 turn cooldown]
    * Master: Reduce a target's attack by 25% and defense by 25% [3 turns / 5 turn cooldown]
    * Requires active style: The Soldier

    [Polearm: #3] Lance Striking:
    * Basic: Generate 10 critical points per turn [3 turns / 7 turn cooldown]
    * Expert: Generate 10 critical points per turn, critical strikes restore your fatigue for 20% of damage done [3 turns / 6 turn cooldown]
    * Master: Generate 15 critical points per turn, critical strikes restore your fatigue for 30% of damage done [3 turns / 5 turn cooldown]
    * Requires active style: The Lancer


    BUG FIXES

    * A number of styles were previously not giving the proper amount of Strong/Quick/Precise attacks as advertised, this has been addressed with the @style revamp.
    * The sidearm's focus attack 'assassinate' should no longer error out when used.


    INTERFACE ENHANCEMENTS

    * @Combatants now displays the remaining percentage of a character's mcombat fatigue, except for CNPCs
    * @Combatants now displays a character's combat style if one is being used, or their class if a CNPC
    * MCombat will now warn you if you @ready without a wielded weapon
    * MCombat will remind you of your current style when you @ready
    Last edited by Kurzon; 06-27-2019, 07:22 PM.

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  • Kurzon
    replied
    2019-06-11

    BALANCE CHANGES

    * Fatigue recovery from one handed sword ability 'Deflection' has been reduced from a straight 10% fatigue per turn (15% Master version) to 1% fatigue per rest skill level per turn (1.5% per rest skill in Master version)
    * Shield focus attack 'Shield Slam' no longer grants a fatigue recovery effect
    * Shield focus attack 'Shield Slam' now taunts the target

    BUG FIXES

    * Polearm focus attack 'Impale' now properly removes focus points on use

    Leave a comment:


  • Halvard
    replied
    I'm not sure it's currently used in MCombat, and if it isn't whether or not there are plans for it, but I just thought of a use for Retire in MCombat. Maybe it can be used to reduce the damage of opportunity attacks made against you when @advancing out of an area. That way it can be a valuable skill for ranged combatants as well.

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  • Kurzon
    replied
    2019-05-30

    [4.1.2]

    MECHANICS UPDATES

    * Sorcery spell Othek (palai) has been added to @ability
    * Sorcery spell Purap (fortis) has been added to @ability
    * Sorcery spell Otheki (communis) has been added to @ability
    * The rest skill now passively restores fatigue at the end of each turn, at a rate of 1% of your maximum fatigue per level in rest
    * MCombat now grants CombatXP

    BALANCE CHANGES

    * A shield equipped in the off hand now grants SPPQQ cards to your attack deck (previously granted SSPQQ)
    * Offensive expertise has been added; every skill level in cut, thrust and feint increases your physical melee damage output by an additional 2% per level regardless of whether the attack is a cut or thrust based ability
    * Defensive expertise has been added; every skill level in guard, recover and attacking reduces all physical melee damage you take by -2% per level

    BUG FIXES

    * Distant Stance (polearm active #2) should now grant focus when attacked
    * Shield slam (shield focus ability) now properly emits a successful hit to the target (instead of emitting twice to the attacker)
    * Shield slam now properly grants its fatigue recovery buff on the user
    * Hilt strike now properly inflicts its damage taken debuff on the target
    Last edited by Kurzon; 05-30-2019, 06:17 PM.

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  • Halvard
    replied
    Thanks! I know you're probably swamped with work so thanks for the quick response.

    Leave a comment:

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