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Index » Muelsfell Game Forum » Golem and Combat Discussions Muelsfell World v1.0 Forums
AuthorThread: The Latest Combat Tweaks
[ADMIN] Arkham
Arkham's Avatar
Posts: 902
Location: Mallow
Magus Age: 124 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #414 Posted: Mar 14, 2008, 8:13 pm
Some significant combat tweaks have now gone live.

On the positive side of things:

* Golems deal slightly more damage.
* Armour now works more properly.
* Golems of equivalent level now more closely match one another in skill (though wall and spike defensive bonuses can still skew things in favour of the defender, as intended).
* Bone golems now ignore the energy penalty due to desert regions.
* Wood golems now ignore the ranged miss chance due to woods (though until ranged weapons go live, you obviously won't see this).
* Clay golems now ignore the wetland movement penalty. Further, Clay golems will now heal their damaged locations by 1 point per golem level at the end of combat if and only if they're fighting in a marsh/wetland area.
* Environment effects for Level One creatures are now significantly reduced.
* Premiums will now see the motivation cost for sending your active golem against a workshop or hunting area.

On the negative side of things:

* Golems deal slightly more damage. :P
* Creatures deal slightly more damage.

Goals of this change were to:

* Create some consistency between the golem types.
* Allow armour to more obviously affect combat.
* Give the "middling" golems (bone, wood, clay) some better utility.

An iron is still going to pound a flesh into the ground, by the way. But now, depending on armour, powersupplies, etc, it shouldn't pound EVERYTHING into the ground.

As always, feel free to offer feedback and let me know of bugs or problems. Please use caution when fighting until you get used to the new changes.

Kep

PS - As a side effect of making this change live, a couple of new alignment names also went in. :D
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