Combat changes

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Tarven
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Re: Combat changes

Post by Tarven » Mon Sep 03, 2012 10:56 pm

I've always interpreted the 'Argh, can't find the exit!' echo to mean that the mob you're engaged with is distracting you too much to be able to make a clean break.

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Re: Combat changes

Post by Casamir » Tue Sep 04, 2012 6:07 am

Returning to the original post, having the play by play can be handy in some cases, but I find it cumbersome for example when I use my mobile devices. Any chance the gag configuration could be modified to toggle all these new echoes off and into something more succinct, to save those of us with smaller screens or slower connections? It would be so much the very appreciated.
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Re: Combat changes

Post by Selveem » Tue Sep 04, 2012 1:58 pm

Tarven wrote:I've always interpreted the 'Argh, can't find the exit!' echo to mean that the mob you're engaged with is distracting you too much to be able to make a clean break.
Old code change. People were using this to get access to places they were not supposed to go. For instance, initiating combat with another PC/NPC and then fleeing into an area they normally did not have access to. This was also bypassing normal quest progression in some instances, too.
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Re: Combat changes

Post by Hrosskell » Tue Sep 04, 2012 2:13 pm

Having to snag up bits from everywhere for this next report. This is as of 9/4/12 after an early update reported to involve changes to spells. After some adventuring with Diritas and testing in Alaron solo I noticed:

Drow still 1-round cast Vamp Touch:
Pretty self-explanatory. The only chance to interrupt this cast is with AoO damage--which is how it seems to work in d20 with spells of "standard action" cast time (i.e. most spells). I only report this because a post in bug reports seems to imply that casting time should be slower; I don't think it's a big deal for casts to work this way as long as Casting Defensively and/or AoO-incurred damage DCs on concentration are being calculated properly; it's a step closer towards d20, not away.

Drow engage frequently w/Faerie Fire, no AoO Offered:
I got a few different messages with this one. Sometimes they'd attack and cast it, and sometimes they'd just cast it. I didn't get an AoO on this one except for one time tonight, and it randomly occurred halfway into the fight. I think this pertains to an earlier "enemies who engage with unique commands" issue.

Autoassist/Rescue Still an Issue:
It still seemed tonight that rescue was making the rescued target have to hard engage and suffer a massive delay after being used. Everything Diritas and Cahir fought together tonight was a bit on the wimpy side though, so hard to tell. Will check again later.

Initiative rolls on stunned targets makes group-questing a pain:
I'm not sure if there's a way for the code to check against whether the target is at < or = 0, but if so, killmode kill + kill command should totally act as a coup de grace mechanic with no initiatives rolled. It's very tedious to have to kill a target 4 times because my quest buddy doesn't want to break my quest and beats my iniative roll every time. Minor complaint, but still worth looking into.

Lunging! Ahhhh!
I noticed the lunging bug earlier on my wizard after pulling two different groups of mobs to me on my wizard. One skeleton in particular didn't do anything but lunge, though--not even attack--but he did it very rapidly. My VT100 showed him constantly dipping in and out of combat, and not grouped with the other mobiles in the same section. Not sure if this has anything to do with anything at all.

That's all for now. Good work so far, everything seems to be functioning a lot smoother. As soon as the kinks are worked out, I think this will be a fantastic system!
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Re: Combat changes

Post by Mask » Tue Sep 04, 2012 3:47 pm

Combat changes:

1) Wimpy has changed slightly to flee using the round system, not 'out of round'.
2) Coup de grace added to 'kill' command.
3) Mobs casting spells should use the round system properly.

Thanks again for feedback so far. I would like more information on the 'lunging' problem and any 'rescue' related problems that remain.

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Re: Combat changes

Post by Trillarel » Tue Sep 04, 2012 4:34 pm

Does wimpy now work continuously or only when dropping below the set amount? I don't want to risk my dwarf to find out...

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Re: Combat changes

Post by Mask » Tue Sep 04, 2012 4:41 pm

Trillarel wrote:Does wimpy now work continuously or only when dropping below the set amount? I don't want to risk my dwarf to find out...
Yes.

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Re: Combat changes

Post by Trillarel » Tue Sep 04, 2012 5:18 pm

Umm, which part of my statement is true? Does it work continuously?

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Re: Combat changes

Post by Mask » Tue Sep 04, 2012 9:36 pm

Well, it's kind of difficult to explain how exactly it used to work, but essentially, the new 'working' uses the round system. So, each round where you are below your wimpy, you will attempt to flee.

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Re: Combat changes

Post by Pakur » Tue Sep 04, 2012 9:52 pm

Awesome system :) Testing. <3
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Re: Combat changes

Post by Tarven » Tue Sep 04, 2012 11:53 pm

Oops. Didn't see Mask had responded to these. Should scroll down to the end before I post. <.<

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Re: Combat changes

Post by Hrosskell » Wed Sep 05, 2012 12:00 am

Tested some more today with group combat.

Rescue:
Seems to only involve the person rescuing as far as losing a round is concerned. Working as intended and back to fluid with autoassist. The thing I did notice was that after a rescue, it seems like the VT isn't updating who the target under attack is. It just shows both group members engaged with neither targeted, but it seems to be a display issue only. Not of major importance.

Coup de Grace:
Seems to be working splendidly on living targets who can be stunned. Excellent addition, thank you very much for working on this.
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Pakur
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Re: Combat changes

Post by Pakur » Wed Sep 05, 2012 1:18 am

Typing 'stand' while in combat gives the mobile you are fighting an attack of opportunity
With a bonecrunching sound a dirty human thug's crush smashes your right arm.

You evade a dirty human thug's crushing attack.

You prepare to stand ...

You are already fighting!

A dirty human thug attacks as you open your guard attempting to stand!

You evade a dirty human thug's crushing attack.

Your slash nearly bisects a dirty human thug's chest.

a dirty human thug has suffered mortal injury.

You prepare to stand ...

You prepare to stand ...

You prepare to stand ...

A dirty human thug's crush crushes your abdomen.

You are already fighting!

A dirty human thug attacks as you open your guard attempting to stand!

You evade a dirty human thug's crushing attack.

Your slash nearly bisects a dirty human thug's right arm.

A darkened wooden buckler spills out onto the ground.

A dirty human thug's severed right arm falls to the ground!

A dirty human thug is mortally wounded, and will die soon, if not aided.

A dirty human thug is DEAD!
Wise men, when in doubt whether to speak or to keep quiet, give themselves the benefit of the doubt, and remain silent. - Napoleon Hill

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Re: Combat changes

Post by Tarven » Wed Sep 05, 2012 1:25 am

Well, normally, standing from a prone position would, indeed, incur an attack of opportunity. However, this is a general trend I've noticed with the new system, that sometimes, even if the action isn't completed, an attack of opportunity happens.

Best advice? Don't type stand in combat.

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Re: Combat changes

Post by Pakur » Wed Sep 05, 2012 3:31 am

I was never standing to begin with, I was just testing the system and figured I would point it out so that when there is time, it can be fixed.
Wise men, when in doubt whether to speak or to keep quiet, give themselves the benefit of the doubt, and remain silent. - Napoleon Hill

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Re: Combat changes

Post by Cret » Wed Sep 05, 2012 5:31 am

Not sure if this is inteded: You are no longer able to stack commands. get sword; wield sword..

will only try to wield the sword and never pick it up if done in the same round.
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Re: Combat changes

Post by Tarven » Wed Sep 05, 2012 5:58 am

Cret wrote:Not sure if this is inteded: You are no longer able to stack commands. get sword; wield sword..

will only try to wield the sword and never pick it up if done in the same round.
Yeah, Mask said that's as intended. It means that you can change your mind, but you can't stack commands. Getting the item would be one action. Wielding it or moving it another. This is intended to be a move towards more closely resembling SRD.

There may be some rocky patches, but in the long term, this will have some really neat effects on the game.

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Re: Combat changes

Post by Nylo » Wed Sep 05, 2012 11:03 am

Edited. Apologies, I misread.
Last edited by Nylo on Wed Sep 05, 2012 12:54 pm, edited 1 time in total.
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Re: Combat changes

Post by Lirith » Wed Sep 05, 2012 11:08 am

I think everyone is aware of what stacking commands means.
What I read from this is that it's an intentional change that you can no longer stack commands during combat.
E.g.

Code: Select all

get sword;wield sword
will only get the sword and ignore the part after the semi-colon.

Outside of combat, stacking commands still works as it previously did.

Edited because I got it backwards.

Code: Select all

get sword;wield sword
will try to wield the sword and ignore the part before the semi-colon. Stacking commands during combat means that the last command overwrites any of the others before it.

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Re: Combat changes

Post by Tarven » Wed Sep 05, 2012 11:35 am

Actually, based on the new system, it would only attempt to wield the sword. The 'get sword' would be superseded by the second command. Which I think was the intention.

That being said, some command stacking should be allowed. For example, the get sword/wield sword. Those are both move actions, I believe. Wield sword would even be a 'free' action with quick draw, meaning that someone could pick up a sword, wield a sword, and get a standard action (such as single attack) in, in a single round.

Hopefully Mask picks this up.

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