« Reply #13 on: July 30, 2013, 11:51:07 AM »
v1.0.35
.35 The big change this time is to move blows calculations to a system of fractional blows. It is a big change, affecting every class in the system as well as all the monster innate attacks and monk attacks. Obviously, I didn't test everything, but I did run thru my vast array of "characters on hold", about 20 or so.
First, how does it work? Well, instead of starting with say 1 attack, and having to wait until you receive the correct combination of stat boosts to click into 2 attacks, you might get 1.75 attacks. Improve your dex a bit, and maybe now you get 1.83 attacks. Of course, each time you attack a monster you either get 1 blow, or 2 blows. But you have a 75% or 83% chance of getting those 2 blows, and this is rolled each time you attack. It is best to think of this as a bonus since the old system would just round down those fractional blows to 1.
Second, why the change? Well, the early game can be rather frustrating to get melee going, especially for characters with poor starting dex. Also, characters that should be favoring heavy weapons often switch to light weapons simply to chase extra blows.
Also, I went ahead and bumped the max blows numbers for many classes and monsters. I've always been bothered by the 5 attacks for melee characters, except warriors who get 7 blows. Now, some of the strong melee hybrid classes (Paladins, Samurai, Chaos Warriors, Cavalry) get 5.5 max blows. Weaker melee classes (Priests, Rangers) stay with just 5.0 blows.
Anyway, this is a big change, and I hope you will like it. You might give monks a whirl to really notice the difference, since now they get blows in .25 attack increments
Other changes this release include some rebalancing to giants, including adding penalties for wielding tiny weapons and bonuses for wielding favored weapons. Also, there is a slight monster surprise in store awaiting the unwary!
« Last Edit: August 01, 2013, 11:56:06 AM by getter77 »
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Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
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