Greetings,
I just changed the combat so that the Δ factor in maneuvers is capped upwards at 2.0. This means, for instance, that you will never gain more than 5% defense per hit when using Oak Stance, though you will still gain less than that when fighting someone with greater attack weight than your block weight.
Furthermore, cliff jumping by way of log cabin should be fixed.
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loftar
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Slight update: Combat change
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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TrooPeRZz
- Posts: 326
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Re: Slight update: Combat change
Cheers for the update 
Glad the cabin jump was fixed.
Glad the cabin jump was fixed.
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ninja_yodeler
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Re: Slight update: Combat change
cheers mate, for the cabin fix 
Phaen wrote: RIP Homicidal Ninja
Let us reflect upon the good he was able to do during his short time in the hearthlands.
Let us remind ourselves of his bravery and willingness to fight for the safety of his friends!
Let us hope he can surpass his previous achievements in his future lives.
<3
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novaalpha
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Re: Slight update: Combat change
This fix seems to be ok. Need more testing though.
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Kearn
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Re: Slight update: Combat change
this makes oak stance and bloodlust far more harmful than it was previously
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Potjeh
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Re: Slight update: Combat change
Nerf was needed, but I think you should've capped it at 2.0 or 1.5, the maneuvres are a bit too weak now.
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Kearn
- Posts: 605
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Re: Slight update: Combat change
yeah, i was thinking 2.0Potjeh wrote:Nerf was needed, but I think you should've capped it at 2.0 or 1.5, the maneuvres are a bit too weak now.
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boshaw
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Re: Slight update: Combat change
Potjeh wrote:Nerf was needed, but I think you should've capped it at 2.0 or 1.5, the maneuvres are a bit too weak now.
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loftar
- Posts: 9096
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Re: Slight update: Combat change
Yes, I was actually thinking of making it 2.0. I guess I'll do that.
"Object-oriented design is the roman numerals of computing." -- Rob Pike