Difference between revisions of "Multiplayer Updates"
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− | {{:Automated_Multiplayer_Updates/ | + | {{:Automated_Multiplayer_Updates/2018_July}} |
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=Full archive of updates can be found in the [[Multiplayer Updates Archive]]= | =Full archive of updates can be found in the [[Multiplayer Updates Archive]]= |
Revision as of 00:00, 2 July 2018
[Update] Nuku says, "Every point of regenerating lowers the threshold of mortal blows by 5%(40% to 35% at regenerating 1, for instance)"
[Update] Nuku says, "When taking mortal DoT damage, regenerating nips 10% off per point."
[Update] Nuku says, "For purposes of the maximum hp of an npc, their rank can only increase it. If it is below boss rank, they have standard amounts (for a boss). So a mook would hit weakly, but still have the hp of a boss. This affects pets."
[Update] Nuku says, "Flurry! HPBuffers once again work together to defray blows (testing needed to see if this is a horrible idea). HPBuffers gained from flurry have 'flurry' in the name, so they don't collide with a power that also has hpbuffer. Magnitude of hpbuffer gained from flurry increased by 100 X."
[Update] Nuku says, "Rather than stack all the hpbuffers, it will instead go through them starting from the SMALLEST hpbuffer and if that's not 20% of the remaining damage, it will then go to the next smallest, and so on, until it runs out of damage or hits a buffer at least 20% of the remaining damage."
[Update] Nuku says, "HPBuffer's cut off for searching raised to 30% from 20%."
[Update] Nuku says, "Mortal blows should now be much more informative."
[Update] Nuku says, "Hpbuffer by flurry reduced (from 100x yesteday's value to 50x)"
[Update] Nuku says, "Party is now more robust and will drag people from across the game if it has to to keep people together. This happens any time the leader moves."
[Update] Nuku says, "You can now use x of y to use x copies of y."
[Update] Nuku says, "Newest binary status couple is here for healgain, Healthy or Sick. While healthy, you gain +25% from direct heals. While sick, -20%. As usual, having both results in nothing special happening. (more code to come)"
[Update] Nuku says, "Healing, combat skill, does not place statuses on people anymore, rpinfo updated."
[Update] Nuku says, "Turn skipping debug removed."
[Update] Nuku says, "Front Row no longer gives areablock (as if anyone knows how that works anyway)"
[Update] Nuku says, "Front Row now causes you to take 5% less damage when covering per point."
[Update] Nuku says, "Areablock, as a status, is removed. Feel free to prod about getting it yanked off of any powers/things that have it."
[Update] Nuku says, "0 charge powers properly fire _immediately_."
[Update] Nuku says, "Powers properly fire instantly AND end your turn when they should."
[Update] Nuku says, "Healing combat skill now reduces the charge of anything with 'healing' in its type by 5% per. This 5% includes a +1000, so, say, you have healing 1 and a 0 charge power, it will be reduced to -50 charge, while a 500 charge power would be reduced to 425."
[Update] Nuku says, "Applied knockdown now has a few softcaps to limit how badly someone can be knocked flat."
[Update] Nuku says, "Knockdown should be much more intuitive in its messages."
[Update] Nuku says, "Just so folks know, the recent fix to low-charge powers mean AI that has you use a 'free' power (around -1000 charge) power to prepare for a power right after it will fire the free one and then immediately launch into the next AI step without delay."
[Update] Nuku says, "Fixed a crasher in the rolling code."
[Update] Nuku says, "Fixed a crasher in givexp function (Player-viewing effect, minimal, except less missing xp, yay!)"
[Update] Nuku says, "Cover status should no longer care about the rank of the user."
[Update] Nuku says, "It is now possible for statuses to be set to a specific skill, such as cover, which now checks for and uses front row instead of support for firing."
[Update] Nuku says, "New binary, Covered, triggered with active uses of cover. While active on a person, covers on them only inflict half the damage they normally do on the person covering them. Who set the covered status means nothing. If someone has covered, anyone covering that person takes half damage doing so."
[Update] Nuku says, "If a complementary is set with a custom skill, it uses that skill for both 'will it fire' AND 'how long will it last'."
[Update] Nuku says, "The secondary part of passive powers are better at realizing they are also passive."
[Update] Nuku says, "Big fix regarding mercs. If you lost your merc, and the person who sent it hasn't sent out another one, you can pinvite (person) merc and another will pop into being."
[Update] Nuku says, "Recharge(debuff) now has a binary, manic/depressed. Having one gives/takes 30 charge points towards cooling powers per 100 tick. This is done after all other caps are accounted for."
[Update] Nuku says, "New binary triggered by maxhp, bulked/hollow. It decreases/increases the penetration of your hpbuffers by 20%(say 75% to 55% or to 95% of your buffer being applied against an attack)"
[Update] Nuku says, "Healing got two binaries, and they don't do the same thing reversed for a change. Refreshing/Sour. If you're sour, your outgoing heals are reduced to 66% (oh no!). If you are refreshing, you belt out hpbuffers as you heal(yay!). If you're both or neither, nothing happens. Debugging definitely wanted."
[Update] Nuku says, "Tweak, when targeting yourself, your Enduring Malice or Lingering Kindness WILL work, but half as good. This is for binaries only."
[Update] Nuku says, "New binary for attack, fierce/cowardly, gives +/- 10% damage outgoing, simple and sweet, no caps."
[Update] Nuku says, "New binary for DamageReduction of all sorts, Fortified/Vulnerable. Currently only affects cover (will change), makes your EFFECTIVE DR drift towards the top or the bottom by averaging twice its value and either the full 40% or 0% to get a result."
[Update] Nuku says, "Durability now affects damage taken by covering."
[Update] Nuku says, "Fixed a vital bug in DR, Front Row, and Covered in the cover code. Tanks should take less of a beating."
[Update] Nuku says, "New binary for DebuffClear, it gives Vaccinated/Compromised. Much like iRL, having a ready immune system makes it easy to fight things off, while being immunocompromised means things are much harder to get over. System: Debuffclear is 133% effective while vaccinated, 75% as effective while compromised. When both or neither, 100%."
[Update] Nuku says, "Tweaked debuffclear in general to not munch all the debuffs at once, in theory."
[Update] Nuku says, "Oops, DebuffRESIST, not clear."
[Update] Nuku says, "New binary for Regen, Growing/Wilting. These work just like healthy/sick does for regen. Have growing AND healthy? You're up to 50% (instead of +25% with just one or the other). Negative goes 80% for one, 66% for both. They all cancel each other out, as usual."
[Update] Nuku says, "AoEMod Status properly gives +1 target."
[Update] Nuku says, "Found a significant bug where AoE could lose a target by selecting the primary target as one of the random other targets. Fixed."
[Update] Replace Cartridge Hinoserm says, "Our server IP address has changed. Although you should be connecting using a hostname, if you do need to use the IP for some reason the new address is 216.167.189.34. The old addresses will remain active as a courtesy from our ISP for 24 hours."
[Update] Nuku says, "Aggro and Menace now have specifically negative counterparts, Subtlety and Meek"
[Update] Nuku says, "Web missions are now influenced by current in-game economies."
[Update] Nuku says, "Web missions will now give cash appropriate for the current economic level!"
[Update] Nuku says, "New complementary status for StatusBoost. The buff gives Impactful, the Debuff gives Diminished. Have the positive, you can fire complementary binaries even without the proper combat skill! Have the negative (without the positive to cancel it), your binaries are reduced in duration."
[Update] Nuku says, "Driven better at skipping situational binaries."
[Update] Nuku says, "Impactful binary status now makes self-targeting buffs fully use Lingering Kindness and Support."
[Update] Nuku says, "When reviving someone mid-combat, that person will immediately fire all powers/toggles that need to be fired."
[Update] Nuku says, "Fixed a bug in web missions when it came time to dole out cash."
[Update] Crystallographic Hexaferrum says, "Those whomst are quest writers may now use a new talkscript tool, nPrompt?, which accepts a number, stores it in a prop, optionally taking a range. This is useful should someone want to make... I don't know, a quest where you need to crack a padlock. Not that I know for sure that we have padlocks in RuP."
[Update] Nuku says, "When you do a g who, you will see a list of your group members and how idle or how long they've been offline for your convenience."
[Update] Nuku says, "HPBuffer should, in theory, report less often about tiny hits."
[Update] Nuku says, "If you have the concentrated combat skill, aoemod will not add +1 target to your powers (aw). (buff incoming)"
[Update] Nuku says, "If you have the concentrated combat skill and aoemod status, ALL powers are buffed by 5% damage per point of concentrated."
[Update] Nuku says, "(this includes heals)"
[Update] Nuku says, "Any time you use a power and it only hits one thing, you gain +5 RAW accuracy per concentrated skill point."
[Update] Nuku says, "Concentrated's effect on single-target damage increased."
[Update] Nuku says, "The effect of concentrated on healing increased (doubled)."
[Update] Nuku says, "(ditto statuses)"
[Update] Nuku says, "Back Row now gives +1/2 durability whenever you are hit with something that you are not the primary target of."
[Update] Nuku says, "This also applies to the 1/2 avoidance, making that part equally applicable solo and in party mode."
[Update] Nuku says, "Got back row? Your tank is covering you? The covered status they give you is now enhanced in duration based on your back row, making you easier to keep safe without the tank dying horribly."
[Update] Nuku says, "Rage combat skill now makes you faster as you get closer to defeat. This needs playtesting for sure."
[Update] Nuku says, "Have overkill? Up to once per round per target, you now inflict buffclear. This is rankmodded by the target's rank. Try it out, see how it spins."
[Update] Nuku says, "The strength of the buffclear, at base, is equal to your overkill."
[Update] Nuku says, "Overkill buffclear can no longer trigger when the user hurts themself for any reason."
[Update] Nuku says, "Buffclear now scales on appropriate statuses, clearing them more effectively."
[Update] Nuku says, "Overkill buffclear only triggered by active powers."