Please enter your user name and password: User Name: Password:
Register an account! · Forgot Password or Username?
What is Muelsfell? - Muelsfell: Rise of the Golems is a persistent browser-based game (PBBG) that revolves around the creation of magical golems by mages and magic users. Muelsfell is part combat, part roleplaying game, part resource management. Sign up for an account and give it a try -- for free!
Darghelm, in the Foothills of Ulvania
The hardy people of Ulvania value family bonds and friends over all else, so Darghelm has developed an extensive network of taverns, cozy inns, and messaging systems. They are not a cowardly nor xenophobic people and so allow people from all over the continent to use their taverns and speakeasy establishments.
You can read but will NOT be able to post until you login or Register
Index » Muelsfell Game Forum » Golem and Combat Discussions Muelsfell World v1.0 Forums
AuthorThread: Combat Upgrades Coming
Page 1 | 2 | 3
[ADMIN] Arkham
Arkham's Avatar
Posts: 902
Location: Mallow
Magus Age: 124 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #31812 Posted: Jun 11, 2009, 3:15 pm
There's some significant combat tweaks and upgrades undergoing heavy testing in development, and these will go live hopefully at the start of next week:

* Weapon speed and drain will be corrected (golems with weapons will not be limited to four attacks per round)
* The reach bug will be fixed -- both golems and weapons with reach will now use it
* Adamantine golems will have an 8% per level "deflection" chance (when defending ONLY)
* Ranged weaponry will strike faster, but hangback will not be a flawless defense
* Speed stat will be visible in the storage bin and clan item descriptions
* Possibly some new items, too -- depends on how far with testing we get

Right now, a lot of times you can equip a golem with a weapon and see no improvement, or worse, it'll perform less effectively. After the combat upgrades, that will tend not to happen -- equipping a golem with a weapon in most cases will be an improvement over its base abilities. In general, higher level golems will also be much more viable combatants as well, since they'll be using their correct speeds and drains.

I'm warning everyone now because:

* This means you may want to change your weapon/golem combo
* Tricked out flesh and bone golems may no longer be the best combo for all combat situations
* Monsters will ALSO benefit from these changes, so some creatures with weapons may become more challenging

I'm very excited about these changes. Not only does it fix several long standing bugs that I never could find, but overall combat will make more sense, and it really gives you a lot more options for successful combats. Major thanks to the new critter tester for tracking a lot of the problems down!

I'll try to keep everyone updated about changes with the ingame messaging as this goes live.

Kep
laidan
laidan's Avatar
Posts: 1158
Location: Mottonsborough
Magus Age: 114 years old
Clan: OASIS
Message #31813 Posted: Jun 11, 2009, 3:24 pm
Wooo!!!
Xlrate
Xlrate's Avatar
Posts: 232
Location: Rildesjan
Magus Age: 108 years old
Message #31825 Posted: Jun 11, 2009, 6:41 pm
But I like my tricked out Bone Golem....

But maybe there will be a use for my level 5 adamantine golem now.... 40% deflection sounds sexy.
Tzadkiel
Tzadkiel's Avatar
Posts: 596
Location: Broukendale
Magus Age: 124 years old
Clan: OTAKU
Message #31835 Posted: Jun 11, 2009, 7:29 pm
I can only assume there will be some tweakage on monster levels after we discover just how fast and how hard they hit...
[ADMIN] Arkham
Arkham's Avatar
Posts: 902
Location: Mallow
Magus Age: 124 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #31854 Posted: Jun 11, 2009, 8:39 pm
But I like my tricked out Bone Golem..


Tricked out flesh and bone should still have their uses, especially in hunting. They just won't be useful for ALL attacks/defense, like they are now.

I can only assume there will be some tweakage on monster levels after we discover just how fast and how hard they hit...


Yuppers. Either toning down the monsters themselves, their weapons, or increasing their level/treasure. Should only be the ones with weapons seeing a change.

Oh yeah. And creatures will also have support for dropping items as part of treasure. I don't know if we'll get any critters updated to actually drop anything by then, but the support will be in place for that. :)

Kep
Mist
Mist's Avatar
Posts: 291
Location: Rimesvin
Magus Age: 107 years old
Message #31864 Posted: Jun 11, 2009, 11:55 pm
8% * lvl 5 = 40% deflection chance?
On something probably wearing a ton of armour, good powersource, and extremely high resistances.


Sounds a little excessive.
Might I recommend a base chance, with a smaller level increment?
Xlrate
Xlrate's Avatar
Posts: 232
Location: Rildesjan
Magus Age: 108 years old
Message #31877 Posted: Jun 12, 2009, 4:22 am
Mist said:

8% * lvl 5 = 40% deflection chance?
On something probably wearing a ton of armour, good powersource, and extremely high resistances.


Sounds a little excessive.
Might I recommend a base chance, with a smaller level increment?


On Defense only, when attacking with them, they have no ability.
Tzadkiel
Tzadkiel's Avatar
Posts: 596
Location: Broukendale
Magus Age: 124 years old
Clan: OTAKU
Message #31906 Posted: Jun 12, 2009, 1:51 pm
Ok, but let's go one step further then. Let me build Addy armor :)
Mist
Mist's Avatar
Posts: 291
Location: Rimesvin
Magus Age: 107 years old
Message #31956 Posted: Jun 12, 2009, 11:37 pm
Xlrate said:

Mist said:

8% * lvl 5 = 40% deflection chance?
On something probably wearing a ton of armour, good powersource, and extremely high resistances.


Sounds a little excessive.
Might I recommend a base chance, with a smaller level increment?


On Defense only, when attacking with them, they have no ability.


Yes exactly.
Defense is worse.

Attack with Addys is painful. They take so much motivation and the armour level cuts down their usefulness, and the expensive damage means they're not good as attackers anyway.

But as a defender, It costs zero motivation, they can be armoured to the hilt, have no time cost. The huge resistances and armour mean any attack that actually hits is going to negligable damage.


Hopefully the new combat speed adjustments and energy requirements will balance it out.
Halftea
Halftea's Avatar
Posts: 1307
Location: Darghelm
Magus Age: 133 years old
Clan: ADV
Website: Click Here
Message #31958 Posted: Jun 13, 2009, 1:36 am
@Tzadkiel: For Addy armour, join a Defense Clan. :)

@Mist: That 'negligible' damage against an level 5 addy adds up. While I was (unsuccessfully) pursuing the Donk achievement, I was routinely disabling/destroying a Level 5 addy. And since I had volunteered to pay for repairs, I went through a LOT of addy working on it.
Xlrate
Xlrate's Avatar
Posts: 232
Location: Rildesjan
Magus Age: 108 years old
Message #31962 Posted: Jun 13, 2009, 2:01 am
Mist said:

Xlrate said:

Mist said:

8% * lvl 5 = 40% deflection chance?
On something probably wearing a ton of armour, good powersource, and extremely high resistances.


Sounds a little excessive.
Might I recommend a base chance, with a smaller level increment?


On Defense only, when attacking with them, they have no ability.


Yes exactly.
Defense is worse.

Attack with Addys is painful. They take so much motivation and the armour level cuts down their usefulness, and the expensive damage means they're not good as attackers anyway.

But as a defender, It costs zero motivation, they can be armoured to the hilt, have no time cost. The huge resistances and armour mean any attack that actually hits is going to negligable damage.


Hopefully the new combat speed adjustments and energy requirements will balance it out.


Dont forget the xp loss you suffer for having an addy out there.
Kaelas
Kaelas's Avatar
Posts: 1052
Location: Darghelm
Magus Age: 118 years old
Real Name: Barry
Message #31963 Posted: Jun 13, 2009, 3:28 am
Not really a loss, per se. The defender gets a minimum of 1 xp per attack. But if you had a lesser golem out, you could get more xp per attack so you could say you're 'losing' xp.
Anri
Anri's Avatar
Posts: 229
Location: Darghelm
Magus Age: 118 years old
Clan: ADV
Real Name: Lily
Message #31969 Posted: Jun 13, 2009, 4:56 am
Mist said:

Attack with Addys is painful. They take so much motivation and the armour level cuts down their usefulness, and the expensive damage means they're not good as attackers anyway.


I agree, the ecl on them and thus moti use is so silly high on them, attacking is quite unfeasable. I think it might actually be nice to see them get the deflection on attack as well, would go a bit further towards making addy golems earn their ecl. Shoot, if you ask me, Everything stone golem and above (stone, iron, copper, bronze, brass, glass, addy) has stupidly high ecl for what they are worth. Though I'm hopin some of these fixes help that problem ^^

Mist said:

But as a defender, It costs zero motivation, they can be armoured to the hilt, have no time cost. The huge resistances and armour mean any attack that actually hits is going to negligable damage.


Hopefully the new combat speed adjustments and energy requirements will balance it out.


The "negligible damage" is usually 9 on any dedicated pvp golem, and that really isn't that negligible on a golem throwing out as many attacks as a highly buffed bone can. While the deflection will take a nice number of those hits away, some will still get through. And the attacker has the benefit of bein able to repair and launch multiple strikes while the defender is away. It's definately gonna take quite a few more hits to chip away an addy golem now. But that's better than 1 attack to down an addy defender that we have now.
Dilt
Dilt's Avatar
Posts: 167
Location: Fellin
Magus Age: 112 years old
Message #31972 Posted: Jun 13, 2009, 5:36 am
What do you guys think of this idea:

Golem Max Strength = Golem Base Strength + 70

It'll allow proper boosting of higher level golems and make higher ECL more worth it. Like it?

(Thanks to Sconi for the suggestion)
Last Edited: Jun 13, 2009, 5:37 am
Anri
Anri's Avatar
Posts: 229
Location: Darghelm
Magus Age: 118 years old
Clan: ADV
Real Name: Lily
Message #31975 Posted: Jun 13, 2009, 6:39 am
Dilt said:

What do you guys think of this idea:

Golem Max Strength = Golem Base Strength + 70

It'll allow proper boosting of higher level golems and make higher ECL more worth it. Like it?

(Thanks to Sconi for the suggestion)


Thats a nice idea.
Mist
Mist's Avatar
Posts: 291
Location: Rimesvin
Magus Age: 107 years old
Message #31997 Posted: Jun 13, 2009, 7:30 pm
Anri said:

Mist said:

Attack with Addys is painful. They take so much motivation and the armour level cuts down their usefulness, and the expensive damage means they're not good as attackers anyway.


I agree, the ecl on them and thus moti use is so silly high on them, attacking is quite unfeasable. I think it might actually be nice to see them get the deflection on attack as well, would go a bit further towards making addy golems earn their ecl. Shoot, if you ask me, Everything stone golem and above (stone, iron, copper, bronze, brass, glass, addy) has stupidly high ecl for what they are worth. Though I'm hopin some of these fixes help that problem ^^

Mist said:

But as a defender, It costs zero motivation, they can be armoured to the hilt, have no time cost. The huge resistances and armour mean any attack that actually hits is going to negligable damage.


Hopefully the new combat speed adjustments and energy requirements will balance it out.


The "negligible damage" is usually 9 on any dedicated pvp golem, and that really isn't that negligible on a golem throwing out as many attacks as a highly buffed bone can. While the deflection will take a nice number of those hits away, some will still get through. And the attacker has the benefit of bein able to repair and launch multiple strikes while the defender is away. It's definately gonna take quite a few more hits to chip away an addy golem now. But that's better than 1 attack to down an addy defender that we have now.


I'm also taking into account the number of times a given PvP golem can be used to attack a workshop. Yes the minimal damage that gets through to the addy adds up but so does the 20+bonuses in reply from the addy.

However I'd love to see more addys out, because the flesh puppet defence (through motivation and XP loss) is a bit sad (considering my main PvP golem can lose me 30XP on a single run)
Mist
Mist's Avatar
Posts: 291
Location: Rimesvin
Magus Age: 107 years old
Message #32052 Posted: Jun 15, 2009, 1:12 am
PvP is this a change?
Flesh2Iron vs Flesh defender


The wall took 241 dmg and has fallen 2 levels.
You earned 0 xp and Tackt earned 5 xp.


How come his armless defender that he keeps putting out gives him 5 xp, and mine gets me none?

I thought equal ECL was supposed to come out even?
Is this an effect of the new things?
Dilt
Dilt's Avatar
Posts: 167
Location: Fellin
Magus Age: 112 years old
Message #32053 Posted: Jun 15, 2009, 3:35 am
New things haven't been released at all yet. Anyway, that sounds like a bug with that one... I believe your golem has to have at least one arm to earn XP - not the other way around.
Mist
Mist's Avatar
Posts: 291
Location: Rimesvin
Magus Age: 107 years old
Message #32054 Posted: Jun 15, 2009, 5:16 am
If it's got an arm, does it need at least one hand for XP?

But whats with the 0 xp for attack? Flesh vs Flesh should be 5 or at least 3 right. After all I get 5 for raid an unguarded workshop.
laidan
laidan's Avatar
Posts: 1158
Location: Mottonsborough
Magus Age: 114 years old
Clan: OASIS
Message #32072 Posted: Jun 15, 2009, 2:50 pm
If you attack a golem with no useable weapon (ie no arms or headmounted weapon) you get 0 xp. Why? I donno.
MustafaDeValdemar
MustafaDeValdemar's Avatar
Posts: 235
Location: Rimesvin
Magus Age: 120 years old
Clan: ARROW
Email: valdemar23@yahoo.com
Message #32077 Posted: Jun 15, 2009, 3:22 pm
You didn't get any XP's because Tackt didn't put any arms/hands on his defender.

If the defending golem has no hands, you don't get any experience.

IMHO, this is a bug being exploited by unscrupulous players to discourage attacks against their workshop.
deathpunk
deathpunk's Avatar
Posts: 154
Location: Nournsland
Magus Age: 117 years old
Message #32083 Posted: Jun 15, 2009, 3:44 pm
MustafaDeValdemar said:

You didn't get any XP's because Tackt didn't put any arms/hands on his defender.

If the defending golem has no hands, you don't get any experience.

IMHO, this is a bug being exploited by unscrupulous players to discourage attacks against their workshop.
It should be that neither of the golems gets any xp. The no xp part is not a bug, but one getting it while the other doesn't is.
[ADMIN] Arkham
Arkham's Avatar
Posts: 902
Location: Mallow
Magus Age: 124 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #32093 Posted: Jun 15, 2009, 8:37 pm
The aforementioned combat changes are now live.

Please let me know of any problems!

Kep
SkitzYie
SkitzYie's Avatar
Posts: 383
Location: Mottonsborough
Magus Age: 112 years old
Clan: ARROW
Message #32095 Posted: Jun 15, 2009, 8:50 pm
A few quick observations.

My Ironwood long bow that had 40 some arrows loaded is now at 20 arrows, and my second Ironwood Long bow that was empty now also has 20 arrows loaded.

in the clan Armory under Creat Item it does not display the weapons speed. It only displays the speed on the items already created

Same with the clan library, does not show the speed on weapons that are available to be researched.


May be nice additional features with the weapons speeds coming into play.
Panzerbjorn
Panzerbjorn's Avatar
Posts: 45
Location: Fellin
Magus Age: 125 years old
Clan: OTAKU
Message #32098 Posted: Jun 15, 2009, 9:03 pm
My main pvp golem has destroyed fully armored lv 5 Addy golems in 4 attacks. PvP combat is currently HEAVILY skewed in favor of the attacker. Defenders should be stronger.


40% evasion on the addy seems strong, but they are freaking expensive. It should also reduce the speed your walls get knocked down. So the tricked out light golems will take a couple extra attacks to reduce the wall low enough to where they can spam your 150,000gp golem to death with strength 80 hits. I think a overall change to golem combat is needed though, rather than a single fix for 1 golem type.


I think the resistance system needs to be changed and golems need some sort of 'hard armor' derived from base combat level. IMO flesh and bone golems should have significant disadvantages to attacking anything stone or above, especially iron/addy. For example a 1 point 'hard body advantage' per level difference in base golem type. Meaning my iron golem would negate 4 points worth of the minimum strength damage your bone golem does.

Low level golems should bounce off high level golems.


Reach being fixed on the spiked chain = a wonderful thing though. Can't wait for that change...and the fix for the rediculously perfect and unrealistic archery defense.
 
Page 1 | 2 | Last | »
Muelsfell Chat Options
Muelsfell currently has no official chat room setup, but there is an unofficial player run chat called Darkmyst Muelsfell Conference.

Username: 


Disclaimer: Please note that this chat is NOT moderated, supported, owned, or operated by Muelsfell staff. Muelsfell is not responsible for the content or function of the chat room, nor is it linked in any way to Muelsfell game functions such as your workshop, account name, or password (your magus name is forwarded to the chat as a nickname if you are logged in when you join the chat). Muelsfell Terms of Service do not apply for this chat, so please use this only at your own risk, and remember that official game staff will NEVER ask for your password.
Why wait? Register for your free account and start playing right now!

Play Muelsfell!