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  • Announcing Duel 2.0

    Foreword

    So here it is, a culmination of just about every plausible player request we've had for updates to the dueling code within the last decade. Duel multiple player opponents simultaneously, wear functional armour, weapon classes with different weapons that behave differently in combat, dual wield two weapons at once or a weapon with a shield, or wield no weapon at all and rely on just your fists.

    Duel 2.0 isn't a revision of the original CM dueling script, it's an entirely new script written from the ground up, starting with nothing but a blank text file. Because of how the original dueling script was written, many of the features added in Duel 2.0 simply weren't possible via hijacking the main code and tacking extra scripts on the side; the amount of code that would've had to have been changed to add the multiple-opponent feature alone would have meant re-writing most of the base script, and you could forget unarmed combat altogether.

    The goal of Duel 2.0 is to mimic as closely as possible the original dueling code we've all come to know and love (or hate) while structuring it in such a way that we can add new features. Many veteran CMers have grown accustomed to the "tempo method" employed by the original duel code, and Duel 2.0 maintains that rigidly. The core theme of the original duelling script remains; combatants cycle through the attacking, recover and guard stances as they attack, attempting as often as possible not to get struck while attacking (countered) while instead doing precisely that to their opponents. To achieve this, the attacks thrust and cut are used, one focused on speed and the other on power. While maintaining this common theme, a number of new commands have been added and others changed, still using the coded dueling skills that player characters have levelled up over the years, but changing how those skills function to make combat more immersive and strategic.

    It's worth noting that Duel 2.0 runs slightly faster than the original code; though the delays were set the same (2 seconds in "attacking" after an attack, an additional 1 second in "recover" if it was a cut or feint) the script as a whole runs slightly faster - about 0.2 to 0.4 seconds in most testing samples. The "You are too busy" error that players with slower connections often complain about shouldn't occur anymore - however if you attempt to attack while still recovering from your previous attack, you'll still get a message saying your attacks are on cooldown. If you receive such a message, it's not lag, it's simply that you're not supposed to attack yet.

    The original duel code does still exist in its entirety, and can be used if desired, but none of the listed changes in this thread are applied to it.

    So without further ado...


    Index of changes
    • Multi-Opponent functionality: Characters may now duel multiple opponents simultaneously. There is no limit to the number of opponents that can enter a single duel, or how many teams engage one another.
    • Melee Functionality: Characters may now fight using "unarmed" attacks while roll off the melee skill, this can be done while wielding a weapon or relying entirely on one's fists (and feet).
    • Functional Armour Script: Wearing armour lowers your maximum fatigue for fighting, but armour can absorb attacks, causing a successful strike against your character not to wound them or end the duel.
    • Weapon Behaviour Script: Weapons are now broken into categories, different categories of weapon behave differently in combat (rapiers receive penalty to cut, stilettos cannot cut, whips cannot parry, maces penetrate armour, etc).
    • Special Attack Commands: Functioning on "cooldowns" similar to the rest skill, special attacks can be used to give a fighter an edge while dueling. Each "weapon category" in the weapon behaviour script has its own special attack which is available to a fighter only while wielding that weapon type. These attacks are special variants of the existing cut/thrust/feint attacks.
    • Dual Wield Script: Allows fighters to hold two one-handed weapons, or a one-handed weapon with a shield.
    • Revised wound functionality: makes it more likely to strike body parts that would realistically get struck most often in real swordplay.
    • Feint revised: The damage formula of the feint attack has been entirely reworked. Longer delays in between feints makes each feint hit harder.
    • Rest revised: Damage formula for rest skill has been reworked. Getting hit while resting is a much bigger deal now.
    • Dodge revised: The dodge skill's usage has been reworked. Dodge is now primarily used while fighting unarmed or wielding
    • Advance/Retire: Now used to approach distant targets who cannot be attacked when out of range (primarily for ranged combat)
    • Change to Salute: Salute is now just an emit. It's not a stance and you can't get struck in it (any time I've ever seen someone hit in salute in 13 years it was an OOC accident, so might as well put this one to rest).
    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
    Multi-Opponent Functionality

    BEGIN YOUR DUEL

    So you're ready to kick off your first fight with Duel 2.0, how do we get this started? Regardless of whether you'll be duelling one or several opponents, the process is the same.

    The first step is to @ready, this is the Duel 2.0 equivalent of issuing a challenge, it sends out an emit to everyone in the room that your character is ready to fight, and flags your character as being combat ready in the game's code. The command @fight is then used to commence the duel, entering this command will initiate the combat script, take every character in the room who was set to @ready (and only those who used @ready in the room you're currently in) and begin the duel.

    Duel 2.0 uses a targetting array that tracks combatants in each individual duel. Every time a combatant is defeated, they're removed from the duel and can no longer fight, the duel then concludes when there is only one combatant left. So what happens if the two remaining fighters don't want to kill each other? Simply @withdraw and pull yourself out of the fight.

    TARGETTING COMMANDS

    But what if you're in a really chaotic fight? What if those nasty Conclavers invade the surface and we get a giant 6v10 duel in the Courtyard and there's so much text flying by you don't know who's still fighting? The command @fighters will give you a list of everyone still fighting.

    Other than this, the fight proceeds as normal - thrust is a weaker and faster attack, cut is a stronger and slower attack and you fight more or less the same way you would with the old code. Except how does the duel code know who you're swinging at? If you type "cut" are you going to cut at Opponent A or Opponent B? There's two ways to hand this. The first and probably best way to do this is to set a default target; the command @target will set the specified target as your default target - typing "cut" will cause Duel 2.0 to assume that's who you want to cut. The second method is to specify a target each time you attack; cut bob, cut marley, etc. The downside to the latter method is it slows down your tempo by forcing you to specify who you're attacking each time you hit "enter", however if you're fighting multiple targets simultaneously, it's quicker to @target marley and manually "cut bob" when you want to counter him on the side than it is to @target back and forth throughout the fight.

    COMBAT IN PROGRESS

    Once a duel starts, thats it, no one else can join a duel in progress - a current fight has to end before another can begin. This is a deliberate mechanic due to the way "fatigue" works in CM. The term "fatigue" is used to describe the remaining "hitpoints" a character has in the dueling system before they miss a parry and get struck, but it doesn't actually represent how out-of-breath someone really is in the in-game world as the term would imply.

    Why not? For starters, when someone is hit in a duel, their fatigue resets - they drop to 0 fatigue, get hit, and are immediately restored back to 100 for their next fight. In reality, getting stabbed doesn't make you less tired, but that's essentially what would happen if we allowed people to join fights mid-combat. A beaten and tired combatant in theory could get struck, be ejected from a duel, then re-enter that duel at 100% fatigue and finish off any remaining "tired" fighters. Duel 2.0 prevents rejoining of duels in progress for this reason.
    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
      Melee Functionality

      Now that we know how to start a fight, you're probably itching to know about hand-to-hand combat. Yes, after 15 years, Marrach has combat code to support hand to hand.

      Entering combat as a melee fighter is as simple as not having a weapon wielded when the @fight begins, although melee strikes can also be used while wielding a weapon if desired (there's just often no real benefit to doing so). Melee combat works and feels exactly the same as regular combat, using the same timers and revolving around the "tempo method", however the commands are different.

      strike: This is a quick jabbing punch, in fact I was going to name it "jab" but didn't want people to confuse it with the armed thrust attack. Strike is the melee equivalent of a thrust attack, striking fast but for low damage.
      hook: A powerful, sweeping punch. This attack is the melee equivalent of a cut.
      kick: You kick a foo', as the word suggests. This attack is the melee equivalent of the revised feint.

      MELEE SKILL

      Unlike normal attacks, these commands do not all have a unique skill. All melee attack skills roll off the same skill: melee. In light of this update, the @melee command is also being removed. So what about defense? Duel 2.0 automatically recognizes if you're not wielding a weapon, or are wielding a weapon that's not capable of parrying, and in either case, the script defaults your defensive stance to dodge. That's right, you can't enter the guard stance at all without a weapon, dodge becomes your defense.

      SUCCESSFUL ATTACK ROLLS

      In regular armed combat, an attack only "hits" the opponent if they're defeated and ejected from the duel, otherwise a successful hit roll gives an emit of the defender barely parrying and staggering back, but not being struck. In melee combat, strikes always "hit" an opponent on a successful hit roll, and have a chance to deal a faint bruise, but it only defeats the opponent and removes them from combat if they have no fatigue left (in which case it will always bruise, and usually severely).

      MELEE PENALTIES

      Right about now you might be thinking, "Who needs weapons then? I'm just going to make a Bruce Lee and beat everyone down." - think again. Melee attack and defense rolls receive a noteworthy penalty when fighting against an armed character. In addition to the roll penalty, it is possible to be counter-crit when attacking an armed character with unarmed attacks. A counter crit occurs when your offensive role is considerable below the defender's defense roll, causing them to automatically stike you. In the original dueling script this was always possible though the odds were low, in Duel 2.0 this is only possible when a melee character attacks an armed one, and only if the armed character is in the guard stance at the time.

      Though it is possible as a skilled melee fighter to defeat an armed character using just their fists, the odds aren't in your favour. In fact it might take two or three unarmed people jumping an armed one together to beat him.
      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


      • #4
        Weapon Behaviour

        WEAPON CATEGORIES

        Weapons are now broken into categories of weapons that behave similarly, termed weapon classes. Weapons of certain classes can possess bonuses or penalties which affect how they function in combat. By default the only attacks available to a combatant in Duel 2.0 are the three melee attacks, and the only stance available is the dodge stance. Equipping weapons activates more attacks and stances for use in combat, and also determines how effective those abilities are.

        WEAPON TRAITS

        A weapon is coded with traits from a list or recognized traits that Duel 2.0 will respond to.

        cancut: This weapon can use the cut ability.
        canthrust: This weapon can use the thrust ability.
        canfeint: This weapon can use the feint ability.
        canguard: This weapon allows use of the guard stance.
        weakcut: This weapon can use the cut ability, but suffers a penalty to cut attack rolls, cannot pierce armour on a cut, and successful cuts can only deal slight wounds.
        weakthrust: This weapon can use the thrust ability, but suffers a penalty to thrust attack rolls, cannot pierce armour on a thrust, and successful thrusts can only deal slight wounds.
        weakguard: This weapon permits the guard stance but defender receives a penalty to defensive rolls.
        strongcut: This weapon can use the cut ability and receives a bonus to cut attack rolls.
        strongthrust: This weapon can use the thrust ability and receives a bonus to thrust attack rolls.
        strongfeint: This weapon can use the feint ability and receives a bonus to feint attack rolls.
        shieldguard: Shields permit use of the guard stance, add a bonus to defensive rolls in all stances, and an additional bonus in guard and recover stance.
        cutpenetrates: This weapon can use the cut ability and successful cut attacks receive a significant bonus to armour penetration.
        thrustpenetrates: This weapon can use the thrust ability and successful thrust attacks receive a significant bonus to armour penetration.
        nopenetrate: This weapon cannot damage or penetrate armour.
        long: The length of this weapon makes it hard to attack the wielder, granting a bonus to the wielder's defensive rolls.
        heavy: This weapon is heavy and swings with great force, granting a bonus to the wielder's attack rolls.
        twohand: Weapon is two handed and cannot be combined with a shield or additional weapon.

        TECHNIQUES AND SPECIAL TECHNIQUES

        Techniques are regular offensive and defensive abilities granted by wielding a weapon that grants that ability type (cut, thrust, feint and guard). Special techniques are special abilities, usually attacks, that can be used only when certain types of weapons are used. Special techniques work on a cooldown, only permitting use once every so many seconds. A weapon type can only have one special attack allowance, except for rapiers which have two.

        --Standard Attacks--

        thrust: A fast attack dealing low damage. A thrust takes 2 seconds to complete and deals 100% normal damage.
        cut: A slow attack dealing high damage. A cut takes 3 seconds to complete and deals 150% normal damage.
        feint: A deceptive attack that attempts to trick the opponent. A feint takes 3 seconds to complete, and deals 100% normal damage. Every time a non-feint attack is used, the damage of your next feint is increased by 25%, up to a maximum of 200%. Using a feint lowers feint damage back to 100%.

        --Special Attacks--

        lunge: A powerful lunging attack rolling off the attacker's thrust skill level. A lunge is as fast as a thrust but as hard hitting as a cut, dealing 150% damage on a 2 second attack. (15 second cooldown)
        cleave: A mighty swing rolling off the attacker's cut skill level. The cleave deals more damage than a regular cut, swinging for 200% normal damage over a 3 second attack. (15 second cooldown)
        disengage: A deceptive strike performed by twisting the wrist and redirecting your blade as you stab, rolling off the attacker's feint skill level. A disengage strikes as a full powered feint regardless of your current feint bonus, and does not lower your current feint bonus when used. (15 second cooldown)
        evade: Readies you to evade; when readied to evade you automatically dodge the next attack used on you regardless of your stance. (30 second cooldown, minus 2 seconds for every skill level in dodge)
        smite: Swing your shield at your opponent, rolling off the attacker's guard skill level. A successful smite attack knocks your opponent back and imbalances him, increasing all attack rolls against him and preventing him from attacking for 3 seconds. (20 second cooldown)
        flurry: A quick succession of attacks rolling off the attacker's thrust skill level. Flurry strikes three times at a rate of one attack every 0.5 seconds for 100% damage each. Requires dual wielding of two one hand weapons with "canthrust" trait. (20 second cooldown)


        TRAITS AND TECHNIQUES BY CATEGORY

        One hand swords: Swords in the medieval era were a professional weapon requiring significant training and practice and usually only possessed by professional soldiers and those of wealth. Their design makes them versatile, allowing swords to perform more attack types than any other weapon. Category includes all single handed cut-and-thrust style swords traditionally used to swing, stab and parry. Includes shortswords, schiavonae, arming swords and similar one-handed blades.
        cancut, canthrust, canfeint, canguard, canlunge

        Rapiers: Rapiers are classified as their own style of sword, having notably different traits and usage than a normal one handed sword. Traditionally rapiers were designed for unarmoured combat after the advent of gunpowder rendered most armour obsolete. Category includes various styles of rapier; swept hilt, cup hilt, etc.
        weakcut, canthrust, strongfeint, canguard, nopenetrate, long, canlunge, candisengage

        Daggers: Daggers are small, one handed blades not well suited to parrying full sized swords.
        weakcut, canthrust, weakguard, canevade. canlunge

        Stilettos: Stilettos are non-edged daggers, more akin to a spike with a hilt than a blade.
        canthrust, weakguard, canevade, canlunge

        One hand bludgeons: This category includes all single handed swinging weapons meant to smash opponents with. Weapons of this nature were less wieldy than swords but able to smash through armour. It includes single handed axes, maces, morning stars, clubs and similar weapons.
        cancut, weakguard, cutpenetrates, cancleave

        Flails: Flails are a unique category weapon consisting of a metal prong attached to a chain. They act in a manner similar to one hand bludgeons. The substitution of a blade or rod for a chain prevents them from parrying, but also makes them harder to parry in turn.
        strongcut, cutpenetrates, cancleave

        Two hand swords: Like their one-handed cousins, these were normally only used by knights and professional soldiers, and often worn in accompaniement of heavy plate armour. Category includes longswords, greatswords, flamberges, etc.
        twohand, cancut, canthrust, canfeint, canguard, long, cancleave

        Two hand bludgeons: Large, two handed swinging weapons, used similarly to their one handed cousins, but bigger. Category includes two handed axes, war clubs, etc.
        twohand, strongcut, weakguard, cutpenetrates, heavy, cancleave

        Spears: Spears were the backbone of armies from the medieval era as far back as the early roman and ancient eras. Used in one hand often with a shield in the other, or in two hands, it required relatively little training to hand a peasant a spear and shield and draft them into the militia, and most armies consisted of levies built up of precisely that.
        twohand, weakcut, strongthrust, canguard, long, canlunge

        Shields: Shields of all types, used in the off hand with a one handed weapon.
        shieldguard, cansmite


        Note: When in doubt, if you "inspect" an mgeneric weapon it will list all of its coded weapon traits.
        Last edited by Kurzon; 12-29-2016, 03:24 PM.
        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
          Multi Wield Script

          Duel 2.0 is designed to recognize multi-wielding and react accordingly. When wielding 2 weapons at once, or a weapon with a shield, your weapon combination possesses the collective traits of the two different items being wielded. An axe that normally cannot thrust but possesses armour penetration can be wielded alongside a shortsword, allowing the wielder to use both the axe's penetrating cut and the shortsword's thrust and lunge attacks, or a flail that cannot parry can be combined with a shield to allow the wielder to enter guard and block attacks while still using the flail and enjoying its strongcut bonus. The dual wield script is also smart enough to cherry pick positive traits over lesser ones. This means that if you wield a dagger which has "weakcut" and a shortsword that has "cancut", Duel 2.0 will automatically use your shortsword to deliver the stronger attack. Equipping a second weapon or a shield also unlocks the flurry and smite special attacks respectively.

          All this in mind, some dangerous combinations of weapons can put together to handle different types of foes to unlock various special attacks and weapon attack traits. So why ever use one weapon? Generally speaking, there's not a whole lot of reason to - so long as its a one handed weapon. Historically in warfare a one handed weapon was almost never used on its own, a soldier was equipped with a weapon and a shield, or a larger two handed weapon. Two handed weapons themselves have been balanced to be just as effective in Castle Marrach as wielding two one-handed weapons or a one-handed weapon with a shield. The "long" and "strongcut" traits of most two handed weapons are very effective, giving passive bonuses to all attack and defense rolls against fighters wielding shorter weapons than yours, and the powerful "cleave" attack can unleash a full 200% damage added to a "strongcut" bonus instantly as a counter attack which is almost guaranteed to succeed in its attack roll.

          In short, two handed weapons are just easier to use. A lot of the "punch" of two handed weapons come from their passive bonuses, whereas dual-wielding or sword-and-boarding requires more planning and timing on the player's part to succeed.
          Last edited by Kurzon; 08-15-2016, 10:16 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


          • #6
            Reworked Skills & Stances

            Feint: Feint has had its damage multiplier altered. Previously, feint was just a stronger form of cut, dealing 180% damage compared to cut's 150%, over the same 3 second cooldown. Feints damage now changes incrementally, the more you use feint the more predictable it becomes to the opponent, dealing less damage. Its damage now ranges between 100% to 200%, increasing by 25% damage every time you use a non-feint attack. This means a player using a feint should time them well, and attempt ideally to feint on every 5th attack. Feint is still subject to skill rolls, with a low level feint you're unlikely to land a positive hitroll, and thus will steal deal 0 damage.

            Rest: Rest now bears a significant penalty for being struck while resting. Previously, the rest skill worked the same as any other stance, getting hit in level 5 rest was no different than getting hit in level 5 guard. Attacking an opponent in rest now grants a significant bonus to your attack roll, almost guaranteeing that your hitroll will be successful and that the opponent loses fatigue. In addition to this, if struck in rest, regardless of whether or not the attack roll was successful, the opponent loses any fatigue they recovered by resting - this is in addition to the fatigue they lose from a successful attack.

            Attacking: Being countered in the attacking stance now bears a penalty to your defense roll. This means that even if your attacking skill were hypothetically the same level as your guard skill, you're still more likely to fail your defense roll if counterattacked than you are if struck while guarding.

            Dodge: The dodge stance is now the default stance entered by an unarmed combatant. The stance can still manually be entered but there is no benefit to doing so unless you have a very high dodge skill.

            Advance/Retire: These commands are currently non-functional, but have been repurposed for use in ranged combat when that feature is released down the road.

            Salute: Is gone. The salute verb just makes you salute normally now and does not place you in any duelling stance.
            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


            • #7
              Armor

              OVERVIEW

              The function of armor is exactly what the name suggests - armor protects the wearer from damage incurred while engaged in combat with Duel 2.0. Armor is broken into three classes; light, medium and heavy. The heavier the armor, the greater the protection it affords and the more a beating it can take before broken, but the greater the armour penalty incurred for wearing it. Armour penalty in Duel 2.0 lowers the amount of fatigue we recover with the rest ability. In combat, when a target runs out of fatigue and is struck, armor has a chance to absorb the attack, preventing an injury. When this occurs, the duel continues and the stricken fighter continues fighting, however his dueling fatigue is restored by the amount of one "rest" at his skill level, to continue the fight.

              In some situations, armor cannot help against an attack. Some weapons, due to either magic or design, may penetrate armor. Heavy striking weapons like maces and axes smash through armor, and piercing weapons like arming swords or bolts from a crossbow are designed to puncture plate. Magic spells from a sorcerer, or enchantments placed on weapons that otherwise have no armor penetration can pierce through armor as well. Likewise, armor may be enchanted or created through magical metal that reduces the chance of it being penetrated. Generally speaking, armour is categorized by the following rule of thumb:

              Light Armor: Hardened leather
              Medium Armor: Chainmail and metal-plated leathers
              Heavy Armor: Full plate and lamellar

              STRIKE LOCATIONS

              In Duel 2.0, wounds can land in one of 6 randomized locations. Each of these locations can be covered by a piece of armor that is either light, medium or heavy, but only one piece of armor can be worn over each body location - armor cannot be layered. In other words a fighter may wear plate on his chest and leather on his legs, but he cannot wear chainmail on his chest with a plate cuirass over top of it, a combatant can only wear 1 piece of armour covering each strike location. The strike locations are as:

              Upper Arms - 25% - 1.0 base wound
              Lower Arms - 25% - 1.0 base wound
              Torso - 40% - 2.0 base wound
              Upper Legs - 10% - 1.0 wound
              Lower Legs - 5% - 1.0 wound
              Head - 5% - 3.0 wound

              As shown above, the arms have the highest chance to be struck in a duel, which is historically accurate. However they're not a vital spot, and more often than not, your opponent merely grazes your exposed limb as you draw it back, giving you only a slight wound (as "slight" as your arm being cut open by an axe gets - it's still one-fourth of your health pool). The torso has the next highest chance to be struck, and always deals a level 2 (serious) wound if struck, with a chance for a level 3 wound or a fatal wound. The head has a very small chance to be struck, but always deals at least a level 3 wound, with a good chance for a fatal wound.

              If an attack strikes an armoured part of the defender's body, durability will be deducted from that piece of armour - once durability reaches zero, it no longer affords any protection. Weapons with the penetrate ability (cutspenetrate / thrustspenetrate) deal triple durability damage, guaranteeing them to immediately penetrate all but the sturdiest armour. However, if the armour is not penetrated, the otherwise-defeated combatant can continue fighting - that's right, the duel continues despite the defender being struck, he can respond with a counter of his own and try to finish off what remains of his opponent's fatigue pool before his own armour gives way.

              See Marrach Armour posting for full details on armour use.
              http://forum.skotos.net/forum/our-ga...marrach-armour
              Last edited by Kurzon; 08-26-2016, 01:14 PM.
              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
                Closing Notes and Stuff

                This has been a big one. Most certainly the biggest and most complex coding endeavour I've undertaken myself, taking about 80 hours of coding over the course of the last 3 weeks to get it ready for release. There's undoubtedly going to be bugs, emit typos, et cetera; trying to get the system out and functional ASAP took precedence. Don't hesitate to @assist and report them right away, including a description of events leading up to the bug. Consider this the beta release of Duel 2.0.
                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


                • #9
                  Changelog

                  Last updated 06 Oct 2015...
                  • 22 Aug 2015: Initial public release.
                  • 25 Aug 2015: Removed strongcut from two hand category, added cancut and canfeint. Replaced strongthrust on rapier with canthrust.
                  • 26 Aug 2015: Completed colour coding of emits and commands in Duel 2.0 to match original dueling script. The salute verb now automatically sets the person you salute as your @target.
                  • 06 Oct 2015: Revised release of tempo score feature.
                  • 07 Dec 2015: Dual wield feature released for new MGeneric and old Generic weapons and shields.
                  • 15 Aug 2016: Added new command, @fighteasy. http://forum.skotos.net/forum/our-ga...ture-fighteasy
                  • 26 Aug 2016: Released Marrach Armour. Rebalanced some weapon stats to reflect this. One hand and two hand spears are now combined into a single category (spears). Thrustpenetrates was removed from spears.
                  Last edited by Kurzon; 08-26-2016, 01:16 PM.
                  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


                  • #10
                    This looks intense and I know I will have to try things out for a bit to see how it 'feels' before I make any real comment.

                    A first question, though: With the removal of @melee, is there a chance we could get a command that worked like @melee? I have seen people use it in non-melee situations, more a 'chance roll,' if you would -- tackling people, playing games, etc.

                    Comment


                    • #11
                      I only have obscene and NSFW things to say about how excited I am about this new system. I can't wait to try it out.

                      You know where you can find Tyr for the next few weeks. In the practice hall!!

                      Thanks Kurzon. You're a beast.
                      Tyr Gunn
                      Armsman of the Winter Watch
                      Royal Artist

                      Comment


                      • #12
                        Quick question about armor in general:

                        I don't know the specifics of the numbers but let's say someone has a max Fatigue normally of 5. They put on a helmet and their max Fatigue goes down to 4 and they get some extra defense. They could also put on a breast plate and perhaps go down 2 in fatigue and get even more extra defense.

                        Now what happens if someone puts on so much armor that it lowers them down to 0 max fatigue? Or what about negative max fatigue? Also what happens if someone tries to put on two pieces of armor that cover up the same thing (IE: two helmets).
                        ~ Initiate Kaori Zaihou ~
                        Arcanist for Lord Vestio
                        OOC: Signature last changed on 5/10/2015

                        Comment


                        • #13
                          [OOC Page] from Juliee: "I dreamed about Aratan last night. It was the most dull dream ever"

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                          • #14
                            Kaori obviously I dont have the full details but from what I read it sounds like everyone starts out at base 100 fatigue. Once you put on let say a helmet.. it might drop you 1-5 points based on the type of armor. A full suit of light armor sounds like you lose around 10-15 points of fatigue.. medium around 20-30 and heavy 30-40... of course they said they can't give us the exact numbers just yet. But even thought your fatigue is lower.. maybe it means you can't go as LONG in a fight because you are wearing out from wearing armor, but when they HIT you with a weapon you will lose less fatigue than if you were wearing lighter or no armor.

                            So if a hit did 20 fatigue with some light armor maybe it does 16 and with medium around 12 and with heavy around 8.. so you may only have 60 fatigue each fight but you might only lose 8 per hit depending on the damage rolled. So at say 60 fatigue with heavy armor it takes 8 hits to take you out, but without armor it would only take 5. I don't know how much your own actions take away from your own fatigue, but this all is exciting to me!

                            Kurzon - let me know if I am on the right track?
                            Ser Kobe
                            Bodyservant to Lord Vestio
                            Keeper of the Vault
                            Mummer for the Unity of the Arts
                            Awakener

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                            • #15
                              So. Freaking. Cool.

                              Fight club anyone?

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