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 1.26 Change Log

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Watsine
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PostSubject: 1.26 Change Log   Thu Jun 24, 2010 4:46 pm

System Changes:

Revamped Death System
Revamped Jobs
Added Happiness System
(see bottom of post for details)

Event Changes:

Added Player Initiated Event: Bandit Raid
Added model for Vivi
Added model for Ryu
Added model for Link
Altered cultist AI some
Made Pools Of Blood easier to dodge
Made Raijin easier to dodge

Jobs:

Added Waiter to the bar.
Moved Mine location. (not the job beacon)

Equipment:

New Female Sword model
New Male Glove model
Reverted Male Sword model


King Changes:

Increased food cap
Lowered Mage food cost
Removed training time
Added Black Chocobo as a unit for king
Added Practice Dummy
Added Speed upgrade for Mages, Soldiers, and Archers.

Class Changes:

Ranger:
Reduced Barrage mana cost

Monk:
Altered Ki Enhance to reduce by Int Str/2
Lowered Flurry cost
Replaced Forceful Fists with Hand-to-Hand Expertise

Knight:
Lowered Stasis Sword cost
Lowered Guardian cost

Thief:
Made Hide active

Cultist:
Added Battle Training to Cultist
Removed Death Pact from Cultist
Removed Strength of Spirits mana regen penalty.

Death Knight:
Added Death Pact to Death Knight
Removed Battle Training from Death Knight

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The New Death System:
Now when a player dies they drop their gold in a gold pouch and leave behind a grave site.
The heroes soul is sent to a hallway with 2 paths.
At the end of the hall the player may choose to repick their character
In the branch off of the hallway, the player may fight against a creep for their life.
The player will be allowed an iron weapon and combat will begin.
If the player wins they are revived in the magic field, with all items at their gravesite moved to them.
If the player loses they are forced to repick.
No units may be summoned in the arena.

The New Job System:
Jobs now work on shifts.
Day shift jobs you may only get between 9 and 21 in game time.
Night shift jobs you may only get between 21 and 9 in game time.
Neutral Shift jobs you may get any time.
Benefits for all jobs have been increased greatly.
Some jobs have limits on the number of times they can be done, and once they have been done, if the player quit the job, they will be unable to get another until the next shift comes.

The Happiness System:
If items are stole from the shop, citizens murdered or taxes set to high the town will become unhappy.
Things like donating money, low to no taxes, and killing bandits will increase the towns happiness and make certain jobs be preformed less times.
As the town becomes more and more unhappy, more bandits will spawn and the number of times certain jobs can be preformed will increase.
Should the town become to unhappy, the players will trigger an event where a bandit army will assault the castle at 21:00
This event cannot occur while other events are taking place.

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stickydude13
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PostSubject: Re: 1.26 Change Log   Thu Jun 24, 2010 5:41 pm

LOL THE TOWN'S GWYNA SUFFER.

did I say that? my bad.

Just a thing about the death system, you'd have to be stupid to not fight for a new life, but that'll make the game hella hard.
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YakaryBovine
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PostSubject: Re: 1.26 Change Log   Fri Jun 25, 2010 12:06 am

im probably going to play this for the first time in months because of these changes
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deathspawn
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PostSubject: Re: 1.26 Change Log   Fri Jun 25, 2010 1:00 am

This map made me come back and play Warcraft after 3 months.

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PostSubject: Re: 1.26 Change Log   Fri Jun 25, 2010 6:49 am

this map is bloody awesome now. The actual placement of game mechanics that encourage playing the game right is splendid.

complaint tho: We somehow had an infinite bandit spawn complex going one game. We had taxes at 0 all game, and lots of bandit slaughtering going on. I think only one person did the evil quest, and then ... well i dont know any events past troll but the guys in the legends shop turned enemies and we slaughtered all but link. We couldnt kill the bandits they were spawnin so fast. and i mean Exponentially fast.

also, in that same game, once they reached a certain number (i dont think its related, someone earlier left, saying they couldnt rez, i think the same thing happened to them) i died, but i couldnt click my wisp, or any unit on the map for that matter. i had my house deed assigned to #2 and it still wouldnt let me select that. i tried minimized wc3 and a few other things like pausing the game. oh and i couldnt move the camera useing the minimap. Hope this helps. Great idea tho.

oh and i love the new rez system.

Also, idea: rather than just extra bandit spawns attached to unhappiness, what about attaching other things to it? uh...shop prices or something.

oh and about taxes, i had an idea, but i dunno if it could work. Rather than a flat number, instead have it as a Rate, like a percentage or ratio, and tie in some game factors to the base rate, and have the king decide wat the tax percentage/ratio is that affects that rate, creating a minimum(maximum maybe?) tax at given game points. I had a more complete idea of this, but i forgot it as i played the game. sorry.
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PostSubject: Re: 1.26 Change Log   Fri Jun 25, 2010 7:50 am

oh yes and thought of something else. i encountered a unique idea on another map. it used a pop up menu like u do with taxes, but it had this top button as "Accident Blocker" which when hit, simply reopened the menu. It made for a nice counter against accidently pressing Spacebar and hitting an unwanted option.
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Watsine
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PostSubject: Re: 1.26 Change Log   Fri Jun 25, 2010 8:41 am

not the right place for bugs or suggestions

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stickydude13
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PostSubject: Re: 1.26 Change Log   Fri Jun 25, 2010 8:58 am

No, I'm just making a non-challant remark, and if the only reason this post isn't locked is so that we can tell you we only play WC3 for this, then get a life! Very Happy
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Watsine
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PostSubject: Re: 1.26 Change Log   Fri Jun 25, 2010 9:57 am

you can post comments on if you like it, or if you noticed a change i forgot to list and that's pretty much it.

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stickydude13
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PostSubject: Re: 1.26 Change Log   Fri Jun 25, 2010 2:17 pm

Starting a revolt is harder then I thought. lol
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PostSubject: Re: 1.26 Change Log   Fri Jun 25, 2010 3:33 pm

Stickydude got sticky pants again lol
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The_Phalanx
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PostSubject: Re: 1.26 Change Log   Sat Jun 26, 2010 4:15 pm

Zetro200 wrote:
oh yes and thought of something else. i encountered a unique idea on another map. it used a pop up menu like u do with taxes, but it had this top button as "Accident Blocker" which when hit, simply reopened the menu. It made for a nice counter against accidently pressing Spacebar and hitting an unwanted option.

And what, pray tell, was that map called?
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Sawyer_taco
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PostSubject: Re: 1.26 Change Log   Sat Jun 26, 2010 10:16 pm

titan land :- )
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PostSubject: Re: 1.26 Change Log   Wed Jun 30, 2010 1:31 am

LOL THE TOWN'S GWYNA SUFFER.

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stickydude13
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PostSubject: Re: 1.26 Change Log   Wed Jun 30, 2010 4:29 am

omg. fuck me, I just died to the respawn creep. fuckn sludge shit craps.

Could you actually leave us the time to pick a weapon in the room Diaster? xD
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Crimer{SKY}
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PostSubject: Re: 1.26 Change Log   Fri Jul 02, 2010 2:40 pm

Lol you can beat the thing to death with your fists! It's not that hard ;D
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stickydude13
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PostSubject: Re: 1.26 Change Log   Fri Jul 02, 2010 5:50 pm

actually when your level 4 and have the misfortune to fall on a sludgie fucker, you cant. trust me i tried lolz
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Sawyer_taco
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PostSubject: Re: 1.26 Change Log   Fri Jul 02, 2010 7:21 pm

you have more than enough time
but yeah the sludges are shit to kill unless you're a mage
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YakaryBovine
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PostSubject: Re: 1.26 Change Log   Fri Jul 02, 2010 9:32 pm

fortified armour wheeeewwwww
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