Author Topic: Release Note discussion!  (Read 82342 times)

Krath

  • Posts: 2583
Re: Release Note discussion!
« Reply #1000 on: July 03, 2019, 05:56:21 PM »
No plans at this point to bring them back.

What?!?
Armageddon is best when it's actually harsh and brutal, not when we're only pretending that it is.

Marauder Moe

  • Posts: 12970
Re: Release Note discussion!
« Reply #1001 on: July 04, 2019, 01:49:11 AM »
Hmmm.

X-D

  • Posts: 5662
Re: Release Note discussion!
« Reply #1002 on: July 04, 2019, 02:40:29 AM »
Well, I was hoping that nilazi and drov would not be back...yet here they are...I figure since I don't want elkros either, they will be along.
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Veselka

  • Posts: 1105
Re: Release Note discussion!
« Reply #1003 on: July 04, 2019, 02:58:08 AM »
Arguing on the GDB between Players and Staff alike:

Live your life as though your every act were to become a universal law.

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gotdamnmiracle

  • Posts: 832
Re: Release Note discussion!
« Reply #1004 on: July 06, 2019, 05:41:19 PM »
Arguing on the GDB between Players and Staff alike:



I don't think we're really arguing here.
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Brytta Léofa

  • Posts: 647
Re: Release Note discussion!
« Reply #1005 on: September 16, 2019, 01:20:53 PM »
-Damage taken by characters now creates a wound on the character that represents the kind of damage that dealt the wound.
-When the code does not have information about the type of damage dealt the would is described simply as a 'wound'.
-Wounds have words describing how much damage the wound currently accounts for.
-As characters regain hit points their wounds go down in value and become less severe.
-Wounds on a character can be viewed with the assess command using the verbose option
  -assess -v <character>
  -Only the top 5 wounds will be displayed
-When a character is fully healed all remaining wounds will be removed.
-When a character dies the corpse that results will have all of the characters woulds transferred to it.
  The top 5 wounds can be viewed by looking at the wounds.
  -look corpse's wounds
-Ldescs now display 'wounded' instead of 'bleeding' to make it a bit more generic.

http://www.armageddon.org/help/view/Wounds

holy shit
Excited to see how this goes.
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Medena

  • Posts: 1290
Re: Release Note discussion!
« Reply #1006 on: September 16, 2019, 01:29:15 PM »
http://www.armageddon.org/help/view/Wounds

This sounds amazing!!  I don't currently have a PC but I feel like making one just so I can get wounded.  :-p
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Heade

  • Posts: 812
Re: Release Note discussion!
« Reply #1007 on: September 16, 2019, 01:31:15 PM »
http://www.armageddon.org/help/view/Wounds

This sounds amazing!!  I don't currently have a PC but I feel like making one just so I can get wounded.  :-p

This is awesome! It makes investigating PC death via wound type a possibility now without staff intervention!
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perfecto

  • Posts: 888
Re: Release Note discussion!
« Reply #1008 on: September 16, 2019, 03:22:36 PM »
Seriously Freakin' awesome update! Can't wait to see it for myself.. heck, might go kill a bunch of people right now!  ;D
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Saiseiki

  • Posts: 61
Re: Release Note discussion!
« Reply #1009 on: September 16, 2019, 03:38:05 PM »
Wow!  What a neat addition.  Will be great for "healer-type" rp.

Hauwke

  • Posts: 1928
Re: Release Note discussion!
« Reply #1010 on: September 16, 2019, 04:35:39 PM »
Can't wait for my PC to get their face smashed in!

Edit: After seeing it in action, super cool. I like it.
« Last Edit: September 16, 2019, 05:39:16 PM by Hauwke »

Refugee

  • Posts: 1789
Re: Release Note discussion!
« Reply #1011 on: September 16, 2019, 05:27:00 PM »
Very cool!

Barsook

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Re: Release Note discussion!
« Reply #1012 on: September 16, 2019, 05:51:25 PM »
I heart you staff!

Bogre

  • Posts: 3308
Re: Release Note discussion!
« Reply #1013 on: September 16, 2019, 06:01:33 PM »
This is a great addition!
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Re: Release Note discussion!
« Reply #1014 on: September 16, 2019, 07:35:08 PM »
It does seem like any 'wound' type (puncture, bruise, etc) at the moment also makes a "wound" [generic] in the same area, meaning that the top 5 worst wounds shown are actually the top... 2? 3? Because "a worrying puncture" on the chest will also have "a worrying wound" on the next/prior line.

Not sure if this is intentional or not.

Otherwise, good addition. :)
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AdamBlue

  • Posts: 840
Re: Release Note discussion!
« Reply #1015 on: September 17, 2019, 04:08:53 AM »
I think special priority should be put on the 'fatal blow', and maybe give a use for 'assess' as a skill. 'You realize that the fatal wound was likely the stab to the back.'

Re: Release Note discussion!
« Reply #1016 on: September 17, 2019, 05:18:23 AM »
I think special priority should be put on the 'fatal blow', and maybe give a use for 'assess' as a skill. 'You realize that the fatal wound was likely the stab to the back.'

Idea:

Messing with Assess and making it an actual skill rather than an input function might be fussy.
To tell how someone died in D&D, you usually use the Heal skill, if it's a bit vague.

Why not tie "fatal blow" determination to the Bandage skill, which is the closest we have to Heal? It'd work the same as a few other functions unlocked by high-levelled other skills, and give medics a fun social role other than just tossing out tablets and sitting in the backlines.

So anyone can see "mm, he took a big bash to the head and a jab to the neck, yadda yadda" but only your local medic can determine "yep, the thing that killed him was the bash to the head - so I'd assume the jab was probably with a poisoned knife."
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Riev

  • Posts: 5560
Re: Release Note discussion!
« Reply #1017 on: September 17, 2019, 09:16:59 AM »
It does seem like any 'wound' type (puncture, bruise, etc) at the moment also makes a "wound" [generic] in the same area, meaning that the top 5 worst wounds shown are actually the top... 2? 3? Because "a worrying puncture" on the chest will also have "a worrying wound" on the next/prior line.

Not sure if this is intentional or not.

Otherwise, good addition. :)

This was going to be my feedback. I hit something in the "tail" location, and only that location, and they had a waist wound (assuming waist is the restrung tail) AND a body wound. While it makes some sort of sense, they were only hit once.
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nessalin

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  • Posts: 488
Re: Release Note discussion!
« Reply #1018 on: September 17, 2019, 12:27:55 PM »
Double wound issue and some other bugs will be addressed next reboot.
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Nile

  • Posts: 584
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Re: Release Note discussion!
« Reply #1019 on: September 18, 2019, 08:05:48 AM »
Loving the wound code. Makes for much better RP. Well done team!
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Krath

  • Posts: 2583
Re: Release Note discussion!
« Reply #1020 on: September 18, 2019, 04:14:35 PM »
Does getting hit on an area that is already wounded cause extra damage?
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Nathvaan

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  • Posts: 420
Re: Release Note discussion!
« Reply #1021 on: September 19, 2019, 05:56:53 AM »
Does getting hit on an area that is already wounded cause extra damage?

It does not.  That is not to say it won't in the future.  As with all new features the development is iterative.  When all bugs are worked out for the current iteration we will look into expanding the features as time permits.  This kind of thing, among others, might be included in the future.

Hauwke

  • Posts: 1928
Re: Release Note discussion!
« Reply #1022 on: September 19, 2019, 06:03:00 AM »
Does getting hit on an area that is already wounded cause extra damage?

It does not.  That is not to say it won't in the future.  As with all new features the development is iterative.  When all bugs are worked out for the current iteration we will look into expanding the features as time permits.  This kind of thing, among others, might be included in the future.

Hauwke-y like-y.

RogueGunslinger

  • Posts: 19110
Re: Release Note discussion!
« Reply #1023 on: September 19, 2019, 03:19:01 PM »
Imagine if you could wound something til it came off. Like if the dmg to the limb is greater than total hitpoints or something like that.

Riev

  • Posts: 5560
Re: Release Note discussion!
« Reply #1024 on: September 19, 2019, 03:39:49 PM »
Imagine if you could wound something til it came off. Like if the dmg to the limb is greater than total hitpoints or something like that.

Only if I were given an "aim head/arm/torso/legs" option to specifically focus on obliterating your limbs.

I'm already digging the implications of knowing HOW something was killed. Even if its just "Someone with a longblade" or "some drunken idiot in a fist fight"
Masks are the Armageddon equivalent of Ed Hardy shirts.