battleweb wrote:dspain wrote:VeNoM wrote:Oh!
I gotta get in there and test this!

yeah towns and all info commands are in the game and im adding the monster editor and combat tomorrow.
Will combat be more versatile? ie. will there be enhancements and improvements to the native combat structure such as critical attacks which would give players a chance to hit above average similarly to what rogues do with skillfuls, maybe hack, slash, stab combos, or maybe new types of spells or skills (ie. diesease, plague, hp's or mana boost (similar to what mana stones do), blindness, fear, confusion, etc) or things of that nature? Also, an idea I've had for quite some time is weapon and armor enhancements that would make the weapons or armor more unique and powerful, where a player can enhance their weapon or armor via a quest, expensive or rare potion (that can randomly enhance it or if the enhancement fails, reset the item back to stock) the enhancements can be represented by degree or +# (ie. 3rd degree shortsword or shortsword + 3). an enhanced weapon can give better odds of a critical/skillful hit or more damage, an enhanced armor can reduce weapon or magical damage. Doing this will make it to where the game can have more unique items and a player can add value and skill to their inventory. Also, another thought is adding gang houses with shops or just player rooms with a shop that the player can sell or store his inventory. One other idea that is kind of far out is adding horses or monsters that can be purchused from a stable or summoned that the player can "mount" and ride to a designated area, the monster would increase the player's agility based on the type of monster he is riding and allow him to travel more quickly and the monster would take the damage until it dies or the player unsummons it (the player would not be allowed to attack while mounted on the monster).
oh yeah, i made stats actually worth something.
intellect covers bonus combat spell damage which is the percent value of intellect/5 ie: 30 intellect gets a 6% increase
knowledge covers magical resistence which is the percent value of knowledge/5 ie: 30 knowledge gets a 6% magic resistance
physique covers bonus physical damage which is the percent value of physique/5 ie: 30 physique gets a 6% increase
stamina covers poison/paralyzation resistance which is the percent value of stamina/5 ie: 30 stamina gets a 6% resistance, it still handles HP bonuses as well.
agility covers critical attacks, to counter this rogue skillfuls are level based.
definately new spells, diseases, damage over time spells, new boosts including HP and mana, and also new boost and enhancement potions.
player vendor system is implemeneted, but currently locked.
guild system is implemeneted and locked as well.
i added a mounting system years ago to 5.6c, basically when mounted you gained both penalties and bonuses, however if you died the mount would continue to fight for you, if it died it was gone, if not you would gain xp for the kill, (in that version killed players were ghosts til they exited the game, cause of high priest resurrection spells)
this is osmethign that could be kicked around in a later version.
the guild system does have a "guild house" but its a virtual room you enter with an item and when exiting you go back to your last location, and inside it had an item vault (100 item limit) and a gold vault.
the initial combat system will be your basic target something and attack it, while i tweak the hit/miss system, etc...
this is a system i will bring in player testing on, and have them test pvp combat, and PVE combat using the original dungeon map with 2 added levels as they fight their way to the white rune (level 10 recommended)
while the combat system is being tested i will add the final editors barriers,runes,etc.... and launch a live game with a full t1,dungeon,t2,sewer,stone tower (white rune required)