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Index » Muelsfell Game Forum » Bug Reports Muelsfell World v1.0 Forums
AuthorThread: Reach on weapons
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ZugZug
Posts: 300
Location: Ibonbourg
Magus Age: 119 years old
Clan: OTAKU
Message #20271 Posted: Dec 16, 2008, 10:46 pm
[Round 1] A halo of blue light surrounds Homunculus, enhancing its strength. Homunculus begins to advance upon a six-eyed lurker while a six-eyed lurker begins to aggressively advance upon Homunculus. The defender's razor-like nails are out of range with about 24 feet between them, but the attacker readies its spiked chain.


[Round 2] Homunculus closes to melee with a six-eyed lurker.
A six-eyed lurker attacks with its razor-like nails and misses 6 times, but also hits the pelvis (8 dmg), the chest (5 dmg), the head (10 dmg), the chest (5 dmg), the chest (5 dmg), the chest (5 dmg), the pelvis (8 dmg), the right arm (15 dmg) and the head (10 dmg). The right arm snaps into bony splinters with a loud *CRACK*!
Homunculus uses its spiked chain and hits the right leg (29 dmg) and the chest (35 dmg).
A six-eyed lurker looks at itself with curious glances of each bizarre eye, as if insatiably curious of its own death.



Every time, I ready my chain while the defender is still out of range. Every time, I then close to melee and take the 1st round of damage, attacking 2nd in every round. If my weapon is readied before the other guy even gets to me, why am I swinging 2nd? This makes even less sense when you compare to below...

[Round 1] A halo of blue light surrounds Homunculus, enhancing its strength. Homunculus begins to advance upon a six-eyed lurker while a six-eyed lurker begins to aggressively advance upon Homunculus. Both combatants are out of range with about 27 feet between them.


[Round 2] Homunculus closes to melee with a six-eyed lurker.
Homunculus attacks with its reinforced nunchuku and misses once, but also hits the left leg (11 dmg) and the right arm (14 dmg).
A six-eyed lurker attacks with its razor-like nails and misses 7 times, but also hits the chest (5 dmg), the abdomen (15 dmg), the left arm (8 dmg), the chest (5 dmg), the right arm (8 dmg), the chest (5 dmg), the left hand (8 dmg), the pelvis (8 dmg), the abdomen (15 dmg) and the pelvis (10 dmg).

[Round 3] Homunculus attacks with its reinforced nunchuku and misses once, but also hits the right leg (12 dmg) and the abdomen (13 dmg).
A six-eyed lurker attacks with its razor-like nails and misses once, failing to hit at all.

[Round 4] A six-eyed lurker attacks with its razor-like nails and misses once, failing to hit at all.
Homunculus uses its reinforced nunchuku and hits once on the chest (15 dmg).
A six-eyed lurker looks at itself with curious glances of each bizarre eye, as if insatiably curious of its own death.


If I use my nunchuks that have no reach, I still close to melee 1st but then I also attack 1st in the 1st round and every additional round. This means weapons with a reach are actually a disadvantage. This seems to be working the opposite of how it should be...
CommComms
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Posts: 392
Location: Daylsfeld
Magus Age: 120 years old
Message #20274 Posted: Dec 16, 2008, 11:11 pm
Yeah, weapons with reach are bugged. They have been for awhile. Wielding one will reduce your golem's reach to zero. The weirdest thing about this bug is that at some point I remember weapons with reach working properly before they "broke".
ZugZug
Posts: 300
Location: Ibonbourg
Magus Age: 119 years old
Clan: OTAKU
Message #20337 Posted: Dec 17, 2008, 1:41 pm
According to my tests, it would be better off if the weapons DID have a reach of zero. As it is now, reach is a penalty since it causes you to attack 2nd.
Kaelas
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Posts: 1052
Location: Darghelm
Magus Age: 118 years old
Real Name: Barry
Message #20364 Posted: Dec 17, 2008, 9:07 pm
That's what CC means. Having 'reach' resets you to zero reach- which means you go second.
ZugZug
Posts: 300
Location: Ibonbourg
Magus Age: 119 years old
Clan: OTAKU
Message #20480 Posted: Dec 18, 2008, 5:15 pm
Ah I get it. I assumed my starter golem already had a 0' reach, but I guess he has a couple feet or so which causes weapons with no added reach (or fists) to go 1st when I close to melee 1st.
FatherCoyne
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Posts: 332
Location: Mallow
Magus Age: 116 years old
Real Name: Kevin Coyne
Email: KCoyne@umail.ucsb.edu
Message #20504 Posted: Dec 19, 2008, 12:06 am
About this "going second" business, that doesn't actually happen.

Each round the golems roll all their attacks back and forth, then the game sorts them into attacker and defender, then sorts out the misses, then lists all the hits backwards. So even if the report shows the monster going first, that won't let it get any extra attacks in if your second punch kills it.
Last Edited: Dec 19, 2008, 12:27 am
ZugZug
Posts: 300
Location: Ibonbourg
Magus Age: 119 years old
Clan: OTAKU
Message #20607 Posted: Dec 19, 2008, 7:54 pm
So what you're saying is that if I swing 1st in the round and I do say 100pts of damage to something with say 50hp, the 50hp mob will still get his round of attack in, then the round will end with the mob dying?
Kaelas
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Posts: 1052
Location: Darghelm
Magus Age: 118 years old
Real Name: Barry
Message #20613 Posted: Dec 19, 2008, 9:34 pm
Yessir. I see it as the mob is hitting your golem at the same time your golem is hitting it. So neither attack is first or last, that's just how it's reported.
FatherCoyne
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Posts: 332
Location: Mallow
Magus Age: 116 years old
Real Name: Kevin Coyne
Email: KCoyne@umail.ucsb.edu
Message #20685 Posted: Dec 20, 2008, 8:48 pm
No, not so much actually. ^^;;

If you hit first and kill the monster, it will show what actually happens, which is you getting the only attack in, and the monster dieing.

If you kill the monster after it's first attack though, it will display your attacks in whichever order it likes at the moment. So, if the monster is supposed to get five attacks that round, and you kill it after it's second attack, the report will either show the monster hitting first for two attacks then you killing it, or you killing it then the monster hitting you twice, post-mortem.

The order it displays is unrelated to the order of the first attack.

(Actually, Kep might have rearranged the combat reports to avoid looking like postmortem attacks occurred. Might explain the order flipping, as it adjusts to avoid it?)
[ADMIN] Arkham
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Posts: 902
Location: Mallow
Magus Age: 124 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #20787 Posted: Dec 22, 2008, 5:16 pm
I think I did do some tweaking at some point so a death didn't look too odd in a combat report, but for the most part you just consider attacks to happen at the same time.

I am of course still looking into the reach thing. Lately combat bugs have been due to a single variable being out of place or set badly, but this makes them far, far harder to find.

Kep
laidan
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Posts: 1158
Location: Mottonsborough
Magus Age: 113 years old
Clan: OASIS
Message #22219 Posted: Jan 9, 2009, 10:24 pm
So if combat is happening at the same time, is it possible for the 2 opponents to knock eachother down at the same time? I've never seen this happen, just curious.
Sconibulus
Posts: 664
Location: Shuul
Magus Age: 116 years old
Message #22221 Posted: Jan 9, 2009, 10:41 pm
I think I've seen someone get their last arm knocked off at the same time they shut down the opponent's chest, so theoretically.
Yamikuronue
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Message #22233 Posted: Jan 10, 2009, 3:30 am
Was probably me; my defender won a fight once where, essentially, remains of four arms and one leg lay on the ground at the end of the fight. They knocked off my last arm on the same turn I knocked off their arm and shut down the chest, having already knocked off an arm and a leg (and they had knocked off an arm). Was an interesting fight.
laidan
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Posts: 1158
Location: Mottonsborough
Magus Age: 113 years old
Clan: OASIS
Message #26689 Posted: Mar 3, 2009, 9:17 pm
To revive an old thread: Why didn't my golem attack first?

Meepo begins to advance upon a practice dummy while a practice dummy begins to aggressively advance upon Meepo. The defender's fists are out of range with about 29 feet between them, but the attacker readies its spiked chain.

[Round 2] A practice dummy closes to melee with Meepo.
A practice dummy attacks with its fists and misses once, but also hits once on the abdomen (11 dmg).
Meepo uses its spiked chain and hits the left leg (35 dmg), the pelvis (76 dmg -- CRITICAL HIT!), the abdomen (38 dmg) and the chest (38 dmg).
Anri
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Posts: 229
Location: Darghelm
Magus Age: 118 years old
Clan: ADV
Real Name: Lily
Message #26708 Posted: Mar 4, 2009, 12:36 am
laidan said:

To revive an old thread: Why didn't my golem attack first?


Cause Kep still hasn't fixed the reach bug on weaponry? At least as far as I have noticed. My bronze pike still makes my golems have 0 reach last I checked. I'll test again in a little while probably XP
[ADMIN] Arkham
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Posts: 902
Location: Mallow
Magus Age: 124 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #26714 Posted: Mar 4, 2009, 2:43 am
Correct, it's still posing problems at the moment. Unfortunately combat bugs take my full attention to track down due to the complexity of the code, and I simply haven't had the time to sit down, dig it out of hiding, and stomp it.

Kep
 
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