Downtimes: June 24 - July 2nd

We've got another batch of shutdowns coming in late June and early July, so that the machines can be repaired for the newest bug, the ZombieLoad CPU bug.

In general, the Genesis games (Grendel, TEC, TEC-Test) all have reboots scheduled for the absolute middle of the night, so I'll be taking each down the previous evening at midnight and bringing them back up the next morning at 9am.

The SkotOS games have always been more robust about reboots, so we'll let them reboot on their own, though there's some chance for an ~2 hour data loss. In any case, I'll be checking them after the 2-hour window when I can, though Marrach has a middle-of-the-night reboot, so that'll be the next morning.

The UserDB and Web reboots will cause some downtime for the entire site, but again they will hopefully come up cleanly.


- Shutdown Grendel (late Sunday 6/23)

- Startup Grendel (early Monday 6/24)

- Shutdown TEC (late Monday 6/24)

- Startup TEC (early Tuesday 6/25)

- Check TEC Client (9pm Tuesday 6/25)

- Shutdown TEC-Test (late Thursday 6/27)

- Startup TEC-Test (Friday 6/28)


- Marrach (Monday early morning 6/24)

- Ironclaw (Monday 10pm-midnight 6/24)

- Lovecraft, Lazarus (Monday 8pm-10pm 7/2)


- UserDB (Monday 10pm-midnight 6/24)

- Web (Sunday 9pm-11pm 6/30)
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Dueling Code Update: Timing Score

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  • Dueling Code Update: Timing Score

    Hey folk.

    Update #2 in a series of coding updates I'm making to the Castle Marrach combat system; Timing Score. This is a test release of this feature, it may or may not remain a permanent part of Castle Marrach depending on feedback and how it's treated in-game.

    For the uninitiated: the Castle Marrach dueling system relies on two primary factors to determine which character wins a duel, those factors are (1) the coded in-game sword skills of the character and (2) the effectiveness with which the player controlling that character uses those skills. The art of using the right type of attack or ability at the right time depending on the stance of your opponent is loosely referred to as Tempo, or Timing.

    The Timing Score is a new script added to the dueling code that tracks how many attacks you landed throughout a duel, what type of attacks they were, and what stance your opponent was in when you performed said attack. Heavy-but-slow attacks like cut and feint are worth more points per than the faster but softer hitting jab, likewise hitting someone while resting or countering them while in the attacking stance is worth more points than striking at them in guard while their defenses are up. A linear formula is used to multiply the points of your attack type by the points given for striking a target in their present stance, and those points are accumulated throughout the duel and tallied at the end.

    At the conclusion of a duel, an emit will show on screen displaying your overall timing score for that match. This is primarily an OOC tool meant to help break down how well you fought using the coded dueling commands. It can also be used ICly to an extent to demonstrate that someone is particularly fast or agile in their fighting style; it is often already the case that a character is ICly commended as having a quick sword arm if they time their attacks well in a duel, this is simply a tool to help track that without having to review a log of the duel and keep a mental tally.

    The emit should not be confused with overall martial ability of a character or how well they fought ICly - that is already handled by the Results Emit added earlier this week. If the Results Emit tells us "character X got their butt handed to them" then this is the case regardless of how well their player did in their Timing Score. It should be roleplayed accordingly.

    As indicated above, this is in testing phase right now. Whether or not it remains part of the game will be based on feedback, as well as how players and their characters react to it in the game world. The hope is to add a little OOC metagame enjoyment to dueling without the Timing Score alone being misinterpreted as the determining factor on who wins a duel ICly or how well their character fought in-game.
    StoryHost Kurzon
    Castle Marrach Staff

    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.