Announcement

Collapse

Skotos Forums Closing: September 30

The Skotos Forums are officially closing on September 30, 2020. They will go read-only on that date, and will be removed entirely sometime afterward.

We encourage the games that spun off of Skotos to create new discussion mediums of their own, and some have already done so. But the centralized discussions for Skotos will soon be a thing of the past (just as the centralized Skotos site is).

We've also posted a goodbye message to the community on our main page, which you can find here:
http://www.skotos.net/goodbye.php
See more
See less

MCombat 4.1 Update Info

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Gabs
    replied
    Me right now:

    Leave a comment:


  • Kurzon
    replied
    Originally posted by Melle View Post
    fun stuff! does the hack and slash critical damage boost stack with the one from ambidexterity?
    Yup!

    Originally posted by Tine View Post

    Does this mean that unarmed MCombat has a working focus attack now?
    Nope!


    Also, a small tweak:

    - The air sylph's evade can also be removed by physical dispels now (and can still be removed by magic dispels)

    Leave a comment:


  • Tine
    replied
    Free hand has had its effects changed. It adds more focus points than it did previously, and now grants criticals instead of fatigue recovery.
    Does this mean that unarmed MCombat has a working focus attack now?

    Leave a comment:


  • Melle
    replied
    fun stuff! does the hack and slash critical damage boost stack with the one from ambidexterity?

    Leave a comment:


  • Kurzon
    replied
    Three new weapon classifications have been added: bow, crossbow and swordcurved.


    BOW [SPPQQ]

    [1] Aimed Shot
    Basic: Increase the damage of your Precise attacks by 35% [1 turn]
    Expert: Increase the damage of your Precise attacks by 35% [1 turn] and increase your Focus Gain by 50% [1 turn]
    Master: Increase the damage of your Precise attacks by 50% [1 turn] and increase your Focus Gain by 70% [1 turn]

    [2] Retreat
    Basic: Allows you to @advance to an adjacent combat area without attack penalty [1 turn]
    Expert: Allows you to @advance to an adjacent combat area without attack penalty [1 turn] and gives you 100% chance to evade incoming attacks, decreasing by 25% every time you successfully evade [3 turns]
    Master: Allows you to @advance to an adjacent combat area without attack penalty [1 turn] and gives you 125% chance to evade incoming attacks, decreasing by 25% every time you successfully evade [3 turns]

    [3] Rapid Shot
    Basic: Increase the damage of your Quick attacks by 25% [3 turns]
    Expert: Increase the damage of your Quick attacks by 25% [3 turns] and increases the damage of your Critical attacks by 50% [3 turns]
    Expert: Increase the damage of your Quick attacks by 30% [3 turns] and increases the damage of your Critical attacks by 65% [3 turns]

    [Focus] Suppressing Fire (Quick)
    - Rapidly fire several arrows at a target, dealing 375% damage over five attacks
    - Forces the target to take cover, inflicting Immobile [1 turn]
    - Lowers the cooldown of your Retreat ability by 1 turn


    CROSSBOW [SSPPQ]

    [1] Rapid Reload
    Basic: Gain 15 focus points per turn [3 turns]
    Expert: Gain 15 focus points per turn [3 turns] and increases the damage of your attacks by 15% [3 turns]
    Master: Gain 20 focus points per turn [3 turns] and increases the damage of your attacks by 20% [3 turns]

    [2] Stock Strike
    Basic: Inflicts Daze on a single target, preventing them from taking any action [1 turn]
    Expert: Inflicts Daze on a single target, preventing them from taking any action [1 turn] and also increases the damage they take by 30% [1 turn]
    Master: Inflicts Daze on a single target, preventing them from taking any action [1 turn] and also increases the damage they take by 35% [1 turn]

    [3] Critical Shot
    Basic: Immediately grants you 25 critical points
    Expert: Immediately grants you 25 critical points and increases the damage of your Critical attacks by 100% [1 turn]
    Master: Immediately grants you 30 critical points and increases the damage of your Critical attacks by 125% [1 turn]

    [Focus] Snipe (Strong)
    - Take careful aim and fire at a target, dealing 500% damage (750% with strong bonus)
    - Attack removes defensive effects from the target
    - Attack ignores shield defensive bonus vs projectile attacks


    CURVED SWORD [SSPQQ]

    [1] Hack and Slash
    - Basic: Increase the damage of your Strong attacks by 25% [3 turns]
    - Expert: Increase the damage of your Strong attacks by 25% [3 turns] and your Critical attacks by 50% [3 turns]
    - Master: Increase the damage of your Strong attacks by 30% [3 turns] and your Critical attacks by 65% [3 turns]

    [2] Cross Step
    - Basic: Gives you 100% chance to evade incoming attacks, decreasing by 25% every time you successfully evade [3 turns]
    - Expert: Gives you 100% chance to evade incoming attacks, decreasing by 25% every time you successfully evade [3 turns] and your critical hits restore 5% fatigue [3 turns]
    - Master: Gives you 125% chance to evade incoming attacks, decreasing by 25% every time you successfully evade [3 turns] and your critical hits restore 5% fatigue [3 turns]

    (The standard swordonehand ability "Ambidexterity" remains the offhand ability for curved swords)

    [Focus] Beat Strike (Strong)
    - Powerfully slash at a target, knocking their weapon aside then lunge at their exposed body
    - Deals 400% damage across two attacks
    - Inflicts DEF Down (1 turn) after the first attack


    UNARMED

    Free hand has had its effects changed. It adds more focus points than it did previously, and now grants criticals instead of fatigue recovery.

    [3] Free Hand
    - Basic: Gain 35 focus points
    - Expert: Gain 35 focus points and 25 critical points
    - Master: Gain 50 focus points and 30 critical points


    WIELDING

    - It is no longer possible to @dualwield a two handed weapon in the off hand (this would bug out anyway)
    - It is no longer possible to wield a larger weapon in your off hand than is in your main hand - this wasn't historically done (because it would handicap you), and was an oversight when throwing together MCombat that has resulted in unanticipated ability combinations
    - Unwielding your main weapon now automatically unwields your offhand


    MISC

    - The @combatants command will list all CNPCs in the room if used while no battle is taking place in the room
    - Fixed a bug in which fatigue bonuses from the fatigue stat were applying double the intended bonus in MCombat (knights beware)

    Leave a comment:


  • Kurzon
    replied
    MCombat CNPCs now function properly with Combat Areas and will pursue their threat target into adjacent Combat Areas without bugging out.

    Leave a comment:


  • Kurzon
    replied
    The Juggernaut Style has been spruced up a bit to make it a more viable defensive alternative to standard shield tanking. In particular, its Focus Attack has been replaced with one more suited to tanking.

    The Juggernaut [SSPPQ]
    - You receive -10% damage taken
    - Gain focus points when attacked
    - When using a two handed sword, your #2 ability 'hilt strike' is replaced with 'pommel bash';
    - When using a two handed sword, your Focus Attack 'Assault' is replaced with 'Warding Strike'
    - Instead of dealing extra damage, your strong attacks heal your fatigue for the amount of extra damage you would have dealt

    [#2] Pommel Bash
    Basic: Inflict Taunt on a single target [3 turns]
    Expert: Inflict Taunt on a single target [3 turns] and reduces the damage they deal by 20% [3 turns]
    Master: Inflict Taunt on a single target [3 turns] and reduces the damage they deal by 30% [3 turns]

    [Focus] Warding Strike (Strong)
    - Strike at a target for 300% damage (450% with 1.5x strong bonus)
    - Inflicts Taunt on the target [3 turns]
    - Grants DEF Up [1 turn]

    Leave a comment:


  • Tine
    replied
    - When withdrawing, any CNPC targeting you will get a free 'pursuit attack', the same as when you @advance away from enemies
    This is worth repeating, and means people must pull out of a fight a little earlier than they might have done before.

    The changes are welcomed, especially the @rest command which looks much more realistic than before.

    Leave a comment:


  • Kurzon
    replied
    Originally posted by Kurzon View Post
    ...the aim of making the AI a little less easily abused or exploited by various tricks we've observed players implementing...
    While we're on this topic; you can no longer @sneakattack to automatically kill golems, Megaera, the Triangle, or any other 'boss' MCombat creatures in one hit.

    I'll re-implement the command once I have a good way for it to function with the current engagement mechanics (likely a success chance modified by stealth skill, with some kind of consequence for failed attempts).

    Leave a comment:


  • Kurzon
    replied
    Hi all,

    This morning I implemented a number of rule updates with regards to MCombat fatigue recovery outside of combat, as well as how players engage MCombat CNPCs. These changes are not aimed at the combat system itself, but rather the rules that govern how you enter and leave combat with CNPCs, with the aim of making the AI a little less easily abused or exploited by various tricks we've observed players implementing.

    Fatigue

    - The stacking combat exhaustion debuff added in the previous update has been removed - we gave it a shot, it wasn't working out as desired
    - Instead MCombat fatigue is no longer restored after ending a fight, and does not gradually recover over time either
    - Ability cooldowns also carry over; you can no longer enter combat, heal, withdraw, rinse and repeat
    - Instead of gradual fatigue recovery, you can now use the @rest command to take a breather, restoring your fatigue and resetting ability cooldowns
    - This command can only be used outside of combat, and only every 30 minutes.
    - It also cannot be used if there are hostile CNPCs in the room
    - If you ready for MCombat when not fully recovered, MCombat will give you a heads up
    - In survival areas (UB/etc) @rest can only be used at designated 'safe areas' where monsters do not roam
    - Practice matches are unaffected by this; your fatigue and cooldowns after a practice match will return to where they were when you entered combat

    CNPC Encounters

    - It's no longer possible to quickly run through a room before its monsters spawn behind you (bug fix)
    - If you enter a room causing monsters to spawn, you can only leave back through the room you entered unless you slay them (bug fix: previously this only kicked in if the monsters were already in the room when you got there and didn't affect monsters you'd spawned)
    - You should once again use @mcombat 'withdraw to exit battle with CNPCs, instead of trying to leave through an exit
    - When withdrawing, any CNPC targeting you will get a free 'pursuit attack', the same as when you @advance away from enemies
    - With respect to these difficulty increases, CNPC damage has been lowered, as you may often be carrying your fatigue from one battle into the next

    Leave a comment:


  • Gabs
    replied
    Originally posted by Harabec View Post
    One would think but while Harabec was wounded it still showed him at his maximum potential fatigue unless this is just an issue outside of combat?
    Unless that was changed in the year I was gone, I'm pretty sure that it shows you at full fatigue when out of combat, but the moment you re-enter @mcombat after getting wounded, the fatigue total gets adjusted according to your wounding level. Umi got seriously wounded last time, and when I re-entered a round of @mcombat the next day or so, her fatigue dropped by half at the beginning of the first round.

    (Yeah, she fought while seriously wounded because she's a reckless idiot. Do not try this at home, kids!)

    Leave a comment:


  • Yolanda
    replied
    I suppose being wounded is its own penalty, since you are at greater risk of dying.

    Leave a comment:


  • Harabec
    replied
    One would think but while Harabec was wounded it still showed him at his maximum potential fatigue unless this is just an issue outside of combat?

    Leave a comment:


  • Aptaliesin
    replied
    Originally posted by Harabec View Post
    How do wounds factor into this new weariness system? It used to be they reduced your overall fatigue but now I can't see them having any effect unless its just increased damage received.
    Wounds decrease your maximum hit points while you are wounded. if you are seriously wounded, you are at half your maximum fatigue in every fight.

    This is a 5 minute wait to catch your breath between fights, which if you ignore it, or cant catch a break, you'll take 20% more fatigue damage in the next fight. It both represents being outnumbered and battered over time. So if you are wounded you have less maximum fatigue to work with, and if you are also out of breath/fatigued, you'll be even more in danger of further injury.. Which makes logical sense to me.

    Leave a comment:


  • Harabec
    replied
    How do wounds factor into this new weariness system? It used to be they reduced your overall fatigue but now I can't see them having any effect unless its just increased damage received.

    Leave a comment:

Working...
X

Debug Information