From Rhialto:
- All arrows and bolts are now “returning”. Your arrows and bolts of returning have magically reverted to regular arrows and bolts.
- There may be some weirdness where your old “arrows/bolts of returning” don’t group with regular arrows. I need to get rid of them with a backfill, but for now, they are functionally identical to regular arrows (and mostly indistinguishable).
- The game will automatically select the best missile you have available for the target you are aiming at (for both manual and automatic firing). You just need them in your inventory or your first quiver that’s applicable to that weapon type. As always, the game does not look in any but the first quiver. The rules are:
- If your missile slays the target (including opposite-element missiles, e.g. frost arrow and fire elemental), then it chooses that.
- If you don’t have a matching arrow of slaying but have a regular arrow, it chooses that.
- If only you have a missile that “slays” something other than the target, it’s the last choice.
- I have marked most fire, ice and water monsters as vulnerable to elemental arrows of type frost, flame and lightning, respectively. So elemental arrows act like slaying arrows for those monster types. This affected several dozen monsters, many of them quite powerful.
- Missiles can and will disappear now. It was like that before, but now it’s true for returning and slaying arrows as well. By default, regular arrows (and bolts) have a 0.5% chance of disappearing when you fire them, and slaying arrows/bolts have a 0.3% chance.
- Arrows in the game used to take damage and eventually break, but that made them unable to bundle together, making archery almost unusable. So now they don’t take damage, but they have a small chance of breaking on each use.
- This means that archers, like mages, will have to continually replenish their supplies. I believe the game is much more balanced this way.
- You will receive a notification that your arrow/bolt broke, unless you have hit messages turned off.
- Note: cursed missiles have a 3x higher chance of disappearing.
- Strength now affects all ranged weapons except crossbows.
- Your strength has to be over 120 for it to apply (that is, 120 lbs carry weight).
- The damage bonus calculation is the same as for melee.
- However, unlike for melee weapons, instead of adding smash damage, it adds stab damage. This was the easiest thing to do, although it’s not super accurate for sling stones and the like. But since most missiles do stab damage, it directly increases their overall WC. For things like frost arrows, it boosts their stab damage but has no effect on their cold damage, which makes sense.
- Enchanting bows and missiles now does the right thing
- Every +1 on a missile adds to its stab WC
- Every +1 on a bow adds to the stab WC for missiles fired from it
- Note: I didn’t go back and change existing enchanted weapons or missiles, so throw them away and get new ones. Sorry.
- Artifact bows now work a bit better than before. (I now add their bonus, e.g. +50 for Bone Bow, to the missile’s stab damage, rather than adding a new damage type. So it’s 1 big hit rather than 2 smaller ones.)
- I also buffed all the special bows in the game, both arti and non-arti. Woodland bow, Bone bow, etc.
- Range weapons of +speed now increase your autofire rate, by adding the +speed to your range skill for purposes of computing your fire rate. So if your range skill is 10, and you have a bow of +10 speed, it will treat your range skill as 20 for computing autofire speed. Doesn’t affect anything else though, just firing speed.
- Note that manual firing is “as fast as you can tap”, capped at 6.7/second, which is also the maximum for autofire (150ms delay). Speed weapons don’t help for manual firing.
- This fix applies to all existing +speed weapons.
- Range weapons of +damage now work properly, adding to the missile’s stab damage.
- Unlike speed weapons, which I was able to retrofit, I did NOT fix all existing +damage range weapons. They are garbage — put them in the recycle bin and get new ones. It’s too much work to fix them.
- Fixed alaria armor shopAll the changes from yesterday’s push are live now.Fixed dart spells, which were accidentally nerfed with the bolt spell change. You can cast multiples again.
- Fixed bugs preventing enchanting to +9 or +10. Also lowered explosion/failure rates slightly.
- You can now shrink and enlarge modded/artifact/game-enchanted armor.
- Bolt spells now dispel if you cast another bolt spell, allowing you to switch their direction quickly if monsters move or you misfired.
- All built-in 2-handed weapons are now WC 25 (up from 20). Katanas are now 22 (up from 20). I did not change pre-existing enchanted weapons belonging to players, so older enchanted weapons may not have the same WC.
- If you set a Button Bar button to “apply whatever“, and whatever is near you or in your inventory, then it now automatically sets the button’s icon to whatever‘s image.
- The Smart Heal button now tries rods before any other items, because they are by far the cheapest per usage/dosage.
- You can set the default order it uses by typing “smart-heal potion scroll spell wand rod command” (or whatever order you like). The “command” option is for items in your inventory that offer a “heal” command, e.g. the Sword of Mercy.
- Experimental new feature: Attacks on players with more than 1 remaining HP will have their damage for that attack capped at (HP-1). Meaning monsters can no longer 1-hit kill you, as a general rule. They will knock you down to 1hp and then kill you on their next successful hit.
- This applies to all regular attacks, including spells and missiles.
- I think it also applies to recoil attacks, but I haven’t tested it.
- There may be situations (e.g. traps?) where you can take damage that bypasses this check. But in most situations, you should not be 1-hit killed anymore.
- Of course, some monsters (e.g. cacos, mercs) attack very fast, so they’re likely to kill you on the next hit anyway. But at least this will give you a small window to escape if you’re hit by a ki-rin or what have you.
- This change does apply to PvP.
- This change does not apply to non-player defenders. You can still 1-shot monsters.
- Added game-o-meters near artifact vending machines
- New artifact axe, The Shrike. Weight: 150lb, WC: 70.
- There is a new alternate minimum explode-chance on wands: 10% cumulative per recharge.
- I had thought for years it was a maximum of 3 recharges, but found out it was not.
- It now has a max of 10 recharges, since the first time it’s a 0% chance of failure.
- The computation now chooses whichever is greater: the old chance, which is based on Spirit and on the total number of charges, or the alternate minimum new chance for cumulative recharges.Added a good-sized armor shop in Alaria, and doubled the size of the Blackrose armor shop
- Pirate Island quest door by the drunk pirate is no longer bashable.
- Removed Stoneybrook armor-shop key (which didn’t work and could prevent login)
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