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Rescaling critical hits and bug fixes

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ZaneDubya

Hail friends! I'd like to share a change to the critical hit mechanics, a name change to the Paralyze debuff, and some other bug fixes that have been added to the game in the past week. Let's get into it!

First off, a big change: the critical hit damage mechanic for physical attacks has been rescaled. In the original game, critical hit damage could do up to 800 percent of your base dexterity damage. I had previously reduced this to 500 percent in the release of Yserbius on MedievaLands, and now I am reducing it further. The issue posed by critical hits is that they are incredibly spikey: even at 500 percent, damage done by players and monsters could easily exceed the total hit points of a stack of monsters or a player.

The new critical hit rescale has reduced critical hits to 150 of the maximum base damage. The goal of this change is to make combat depend more on your use of spells and skills, and less on a chance of landing a critical hit in before your enemies do. I've heard of encouraging comments from players who have already been testing the new critical hit function, and I look forward to hearing from you as well!

Second, based on reports from the community, it seemed like some players have "lost" attribute points and therefore not been able to max out their stats. I conducted some in-depth analytics of all the player characters in the game, and I found that fourteen characters had lost attribute points (and some had gained unusable extra attribute points)! These characters have all been corrected, and except in one case where I had to remove one extra point of initiative, no character has lost any points.

Third, I have renamed the "Paralyze" status effect to "Incapacitate". I did this in response to some justifiable confusion from players: the "Petrify" and "Paralyze" status effects had the same name, same effect, and very similar dictionary meaning in English. The new "incapacitate" status effect has the same game effect as Paralyze, but the new name will help differentiate it from Petrify (which has not been changed).

Those are the big changes! Here are some smaller bug fixes I have also recently included:

- The Guild Status screen now correctly saves your "allow membership requests" setting.

- Equipment no longer disappears after you use up its spell charges (scrolls, prisms, and potions will still disappear after they are exhausted).

- You can now repeat the last spell or skill you cast while exploring the dungeon using the 'R' hotkey (or 'Ctrl-R' depending on your movement/chat mode). Check it out!

- On the network backend, I've reduced the amount of data required to transmit item updates from the server to the client!

That's everything from this end. I am actively watching and responding to posts in the in-game forums. Let me know what you're thinking - and if you have any suggestions for new features!

Take care, and keep in touch.

Zane

Edited Sep 15, 2020

Gary

To have had even a tiny impact on a game i love is just awesome!

You do great work!

Thanks

Neph

ZaneDubya

Thanks Neph! I think the name change of that debuff is a big improvement.

Take care down there.

Jambo

Thanks for the updates! Never played the original game but really enjoying it. Off topic but there's just something about the in game music I love!

ZaneDubya

Glad you're enjoying it Jambo!

Keep an eye out for more updates in the near future.

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