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Darghelm, in the Foothills of Ulvania
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Index » Muelsfell Game Forum » Golem and Combat Discussions Muelsfell World v1.0 Forums
AuthorThread: Size and Slot Changes (Plus Others)
[ADMIN] Arkham
Arkham's Avatar
Posts: 902
Location: Mallow
Magus Age: 124 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #1823 Posted: Apr 25, 2008, 7:15 pm
Several changes have gone live.

* Size is now based on level. Golem Level 1-2 are size small, Level 3-4 are size medium, and Level 5 are size large. Higher level means more slots as well as an extended reach in melee combat. The size change block on the golem pages is no longer needed, so it's been removed.

* Clay golems now heal 5hp per level in swampy areas. Also, rainy weather (and only rainy weather, not sandstorms or snow) will allow a clay to heal after a combat just like swampy terrain.

* Stance now defaults to "normal" for non-premiums.

* Hacksaw - the motivation cost for using this came down somewhat (from 25 to 18). Also, you'll no longer be able to remove arms if hands are attached.

* Combat Reports - Premium members will now see golem summaries for the attacker and defender before and after the fight (against other magi) or just their golem before and after the fight (against creatures) in their combat reports.

* Alignment - The alignment penalty for a good guy attacking another good guy (and for bad guys attacking other bad guys) was lessened significantly to help reduce alignment slippages.

* Newbie Protection - I've removed the score and experience minimums for newbie protection. Newbie protection now lasts seven days. Much easier to remember and much easier to tell when you're out of newbie protection.

* A lot of backend work: slots and resistances per location are now handled differently by the code itself. Players should only see that their higher level parts now have more slots available for items; the changes with resistances should behave exactly as they did before. The changes were necessary for me to easily and smoothly handle clan items and repossession of clan items.

As always, let me know of problems.

Kep
Tzadkiel
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Posts: 596
Location: Broukendale
Magus Age: 123 years old
Clan: OTAKU
Message #1824 Posted: Apr 25, 2008, 7:23 pm
Is size is now strictly based on golem level - any reason why we can't spend experience to raise the entire golem a level? I know thta right now it doesn't work like that at all - but I was wondering on the reasoning there. If we can spend XP to raise strength, it would follow that we could make the golem grow.
[ADMIN] Arkham
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Posts: 902
Location: Mallow
Magus Age: 124 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #1830 Posted: Apr 25, 2008, 8:03 pm
The main problem with the xp-for-size model is that size was not tracked on individual components. Thus if you lost an arm from a sized-up golem, the increased slot capacity would go with it and the new part would not be sized up.

With the level-for-size model, it rids us of that problem and further it adds value to researching higher level components. Someone who had a level 1 Flesh can now buy someone else's level 3 head for improved slot capacity, for example. Further, basing slots on levels makes things simple to figure out how many slots an item is going to provide.

I also wanted to improve the value of researching higher level components. Going back to an xp-based upgrade (albeit for level) wouldn't improve the value of creating higher level components. I should also note that few people actually used the xp-based size increase option (only 39 golems were sized up with xp, and a couple of those are mine), whereas considerably more folks have researched level 2 golems of some type.

All of this was a bit wordy, but I think you'll see my intentions. :)

The slot arrangement is pretty straightforward, too, unlike the old system: Level equals the number of slots, except for the head, abdomen, and chest which all are at level + 1. For example, a level 3 right hand has 3 slots, while a level 3 head has 4 slots. Easy peasy to remember.

Kep

PS - By the way... I'll be upgrading those folks who burned xp to increase the size of their golems. I have to do this manually, though, so please be patient. Luckily there's not many golems to work my way through.
ZugZug
Posts: 300
Location: Ibonbourg
Magus Age: 119 years old
Clan: OTAKU
Message #1833 Posted: Apr 25, 2008, 8:26 pm
Arkham said:
I should also note that few people actually used the xp-based size increase option (only 39 golems were sized up with xp, and a couple of those are mine), whereas considerably more folks have researched level 2 golems of some type.
Kep


My guess is that this is due to a bigger golem not really doing much for the exp cost.
Retrader
Posts: 4
Location: Shilo Steppe
Magus Age: 118 years old
Message #1835 Posted: Apr 25, 2008, 8:33 pm
Boo on not being able to have your premie friends modify your golem settings. Seemes like ranged combat will be a premie-cheat now with fast golems.
Tzadkiel
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Posts: 596
Location: Broukendale
Magus Age: 123 years old
Clan: OTAKU
Message #1840 Posted: Apr 25, 2008, 9:50 pm
I like the answer - one additional question - at what size does what part provide reach?
[ADMIN] Arkham
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Posts: 902
Location: Mallow
Magus Age: 124 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #1841 Posted: Apr 25, 2008, 10:08 pm
All existing golems that were of higher than default size have been updated as of now. Only components that matched the main golem body were changed. For example, if you had an iron arm attached to a size 2 flesh, only the flesh parts had their HPs and level upgraded.

Technically, you get reach from level 2 and up. However, it's only four feet per level, so you probably won't notice much of an effect on combat until you start playing with golems of level 3-5.

I know nobody is actually going to do this, but for a real (and suicidal) example of reach, throw a golem at the mountain giant that lives on the Southmount. ^_^

Kep
Sterling
Posts: 157
Location: Darghelm
Magus Age: 119 years old
Message #1842 Posted: Apr 25, 2008, 10:38 pm
I actually did through a flesh golem at the giant, just to see that.

It was suprisingly.. not as scary as I thought. A glass golem is WAY more deadly - my level one fleshy did die, but survived several rounds of attacks. I've had an iron golem with many more hitpoints die way quicker to a glass.

I think if the motivation costs weren't so ridiculous for high level golems, and his treasure was level-appropriate, I would be farming that sucker. Of course, I'm not going to spend motivation sending a level 8 golem 4 squares away to get at best 10 xp and some treasure, when I can use a flesh golem to get me 40 xp with the same amount of motivation and no treasure. (since, well, more XP = more levels = more gold &motivation = more everything else)


<nudges Arkham again> Glass golems are still broken.


Last Edited: Apr 25, 2008, 10:40 pm
Yamikuronue
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Posts: 1288
Location: Mottonsborough
Magus Age: 116 years old
Real Name: Bay
Website: Click Here
Message #1843 Posted: Apr 25, 2008, 10:42 pm
..so that's how i got a level 2 bone golem! I was wondering what happened, since I know I haven't researched level 2 yet. Thanks.
Enoch
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Posts: 43
Location: Dethsfell Rest
Magus Age: 120 years old
Message #1844 Posted: Apr 25, 2008, 10:44 pm
Wooo whooo xp refund!!
Biliboy
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Posts: 11
Location: Hans Mina
Magus Age: 124 years old
Message #1988 Posted: Apr 30, 2008, 12:59 am
Arkham said:

[stuff]

PS - By the way... I'll be upgrading those folks who burned xp to increase the size of their golems. I have to do this manually, though, so please be patient. Luckily there's not many golems to work my way through.



Is there any chance the exp upgraded golem records include destroyed golems? I upgraded my first level one bone golem to get an armor slot in the head, since the 14% eyes I had then took both slots, but that golem was destroyed a week or two ago by a horribly overpowered (hint) glass golem in one attack.

~side rant, this was a bone golem who had done well vs iron golems defending, the glass golem shredding it in just a few rounds puzzled and annoyed me.
Necaria
Posts: 505
Location: Rildesjan
Magus Age: 115 years old
Clan: OASIS
Message #2041 Posted: May 1, 2008, 12:28 am
Arkham said:

* Combat Reports - Premium members will now see golem summaries for the attacker and defender before and after the fight (against other magi) or just their golem before and after the fight (against creatures) in their combat reports.


Not sure if this would require a major change or not, but it would be nice if this held true for reports you receive when attacked as well.
Semaj
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Posts: 273
Location: Shuul
Magus Age: 113 years old
Real Name: Semaj
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Email: thegreatsemaj@hotmail.com
Message #39018 Posted: Nov 12, 2009, 1:52 am
Ok this is the best place to ask this question, I think.

For RP purposes how big is each size of golem? I am talk like how many feet tall? Now if I had to guess I would think that a small golem is human sized, between 4 to 6 feet on average. And I would guess a large golem to be like Golem and Big Blue from Monster Rancher. I don't actual know how tall or wide that would be. And of could medium is in between.

Of course this is just me guessing. If I could have an official answer on the dimensions of each size golem that would be fantastic.

Thanks for your time in advance. ~Semaj
Nanashi
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Posts: 1115
Location: Asylum
Magus Age: 119 years old
Clan: OTAKU
Message #39023 Posted: Nov 12, 2009, 3:34 am
Actually Golem from Monster Rancher would be around level 2 or maybe 3. Level 5 golems would be getting closer to Neo Ranga, Gundam, Xenogears, etc. etc. (ad infinitum), I think...
Kaelas
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Posts: 1052
Location: Darghelm
Magus Age: 118 years old
Real Name: Barry
Message #39027 Posted: Nov 12, 2009, 4:09 am
For our RP purposes, we've more or less decided to make each golem as big as suits us. For instance, Viktor is a Bronze5 but he's still able to enter houses, interact with humans without getting on all fours, and so forth. He's taller than the average human, probably around ten foot or so, but not gigantic by any means.

We just say that higher levels are more advanced and complex golems, thus more durable, adaptable and effective in combat. It works for us, so... *shrugs*
 
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