Changes...

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Amaryllis
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Changes...

Post by Amaryllis » Tue Sep 05, 2017 11:29 am

Battle Code Update:

We don't expect any major issues with the new battle code as we continue to roll it out to the various types of battle as we got some good significant testing with the event. With this said, we wanted to take a moment to update our players on where we stand with the Battle Types:

Old Battle Code:
Castle Attack List, Army Attack list, Duel

New Battle Code:
Foe, NPC Hunts (All Types), Town/Temple Besiege (Changed over on 9/5 Reset),

Castle Besiege: [Never was in the Old Battle Code]
Slated for 3.0.7 (October/November)

https://www.pandoraproject.net/bugs/view.php?id=123
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Aishe
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Re: Changes...

Post by Aishe » Tue Sep 05, 2017 3:03 pm

Is it possible to get details on what these "changes" are, exactly? Or am I missing where the information is?
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Amaryllis
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Re: Changes...

Post by Amaryllis » Tue Sep 05, 2017 3:18 pm

Hahaha!.. Erm.. Looks like I only added -half- the info.. Sorry about that. I think I got distracted.

Fixed!
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Aishe
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Re: Changes...

Post by Aishe » Tue Sep 05, 2017 3:21 pm

It happens. :lol: Thank you.


Amaryllis wrote:
Tue Sep 05, 2017 11:29 am
Battle Code Update:

We don't expect any major issues with the new battle code as we continue to roll it out to the various types of battle as we got some good significant testing with the event.
Various bug reports concerning battle code have been and I imagine will continue to be reported today. Hope it helps! :)
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Zachrin
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Re: Changes...

Post by Zachrin » Wed Sep 06, 2017 6:06 pm

After reading through the various bug reports, it appears that these were ran under the old Battle code via Army Attack List.

I've worked hard the past couple days to get the Castle/Army Attack list code fortified for use. They will roll out on 9/7's reset. This way everything, but Duels will be on the new battle code.

There was a thread regarding some of the various changes coming with the V3 Battle Code. There were a number of changes between the old and the new code. Some of the highlights include:

1) Moving from the Fit Only Hits (-10% HP) to a more dynamic system (Variable HP Loss)
2) The old battle code only allowed one side per round to cause damage. Now, both sides have an opportunity to cause damage per each Round (split between an A/B subround where one side becomes the attacker/defender and switches)
3) Fixing of a number of bugs (i.e. where healing doesn't apply correctly, ways were incorrect for skill bonuses, etc)
4) Addition of a number of skills that simply were never implemented in the old code
5) Skills/Spells are used by the new screen (Not available in the old battle code)

With the two other battle types added to the new battle code, it means that I can retire the old battle code (minus the portions still used in Duels). Yay!
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Alder
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Re: Changes...

Post by Alder » Wed Sep 06, 2017 6:30 pm

I am curious... which skills now work fully and which don't?
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balerion
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Re: Changes...

Post by balerion » Wed Sep 06, 2017 6:36 pm

Defender and Rogue skills still aren't active.
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Alder
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Re: Changes...

Post by Alder » Wed Sep 06, 2017 8:01 pm

Oh, whoops, I misread Zach's post and read it as 'these things are going to be changed next reset' and not 'these things will be working in V3'.

Well, I guess my investment to master both of those ways will pay off eventually :D
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Zachrin
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Re: Changes...

Post by Zachrin » Thu Sep 07, 2017 1:20 am

balerion wrote:
Wed Sep 06, 2017 6:36 pm
Defender and Rogue skills still aren't active.
Actually, there are several skills in the Defender and Rogue sets that are active. For those who selected Defender way, the only defender skill that isn't currently coded is First Strike ( Issue for that skill is: https://www.pandoraproject.net/bugs/view.php?id=107 ). Resist Magic, Resist Physical, Dodge, Parry, and Counter are all coded and active.

As far as the Rogue skill set, here is the update:

Call of Nature: Coded and Active
Evade Detection: Partially Coded ( https://www.pandoraproject.net/bugs/view.php?id=104 has more details and is updated)
Recuperate: Fully Coded and Active
Poison Master: Fully Coded to make poisons (Use in battle is https://www.pandoraproject.net/bugs/view.php?id=618 )
Set Trap: Not Yet Coded ( https://www.pandoraproject.net/bugs/view.php?id=116 )
Guillotine: Fully Coded and Active

Hope that clears up any confusion.
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balerion
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Re: Changes...

Post by balerion » Thu Sep 07, 2017 3:24 am

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