Summoning magic has been revised: SP costs have been reduced, but the creatures summoned will
no longer stay forever. They have the standard spell duration of 360 turns.
Messages for certain movement events have been added.
A new route-finding function has been written to help groups find their way from here to there.
The biggest consequence (currently) is that monsters -- except the dumbest ones -- will tend to remember
where you were last seen and move to that location. This is both good (set ambushes) and bad (harder to extract from bad situations).
Usually this will be a "low priority" move, but sometimes they will charge right at you, even moving into and through other
monster groups to get to you. The bulk of the benefit from this function will come later with player-set waypoints or "follow" commands, and with fleeing.
The number of adventures without a green exit in your starting square has been increased from 25% to 30%.
A few potion effects and attributes have been altered, and a few have been added. A new potion effect of size has been
introduced. Potions with sizes greater than one have a chance of being reusable.
Some new low-end items and weapons have been added.
Fixed a bug that was preventing monsters from using special attacks, while migrating those attacks into the new system that will one day
enable the option of having monsters as characters.
A rest button has been added to adventures. This will run up to 10 turns at once, or until interrupted by anything happening.
Monsters are now able to ungroup, and regroup, in order to get closer to combat in their LOS
Items with fraction durability now show correct values instead of zero.
Several new low-end items have been added.
If you have very few people, they will adventure more often. This helps new players get to the adventures right away.
Fatigue is now displayed more prominently on adventures, and warning messages are given when people are tiring too quickly due to excessive movement.
Fixed a bug preventing reaction moves from going down stairs.
Fixed a bug where merging groups was setting everyone to "attack."
Fixed a bug where mixed monster groups were sometimes showing the incorrect icon.
Monster groups will be more likely to move toward a visible target than before.
Monsters who can't get to their targets will now consider leaving their group.
There are a lot of changes today. There are probably a few new bugs that have been introduced as well, and some imbalances that
will need correcting over the next weeks of play-testing. Some features may render aspects of the game unplayable or annoying, and I
will strive to smooth things out and get everything working well as soon as possible. Here is a quick list of the most significant updates today.
The idea of encounters has been removed. Instead you will see a counter for kills, and final adventure bonuses will be scaled to
how many of the total enemies were killed instead of the percentage of encounters completed.
You will no longer gain bonus xp for killing everything, and you will no longer lose a portion of the xp for not killing everything.
The combat space concept has been implemented. Each group will display number of characters and combat space right on the map, and the group info table will show the
individual breakdown of how much space is needed vs used, along with the penalties incurred for those without adequate space.
You can see the group info table by selecting a new group or clicking the central "refresh" movement icon (keyboard shortcut = number pad "5").
This will show reach, movement, and space in addition to penalties.
There are no more group size limitations. Put as many people as you like into one group. Of course, they won't fight well if it is too crowded. All
adventures will now start as a single group. Great for friendly area-effect buffs!
You may no longer move to range 0 during the movement phase. The only way to get to 0 is through reaction movement, or deliberate ungroup actions.
Weapon types no longer have any attack modifiers based on weapon class. These have been replaced by the more complex and realistic system of reach and combat space.
Missile weapons still have range modifiers for range beyond 1.
You may no longer attack diagonally, except of course with missile weapons.
Characters set to attack will move during combat 1 square each turn on their own in order to maximize their attack and defense scores. THIS IS A MAJOR CHANGE
that has far-reaching implications. Much of what you think of as "proper" combat tactics will have to be re-examined. Combat will take more turns now, and spread over
There are 4 different levels of movement now. You should never move more than 1 square per turn unless you have a good understanding of how the mechanics work and
have a reason for doing so. Just because you can sprint all-out for 8 squares 5 turns in a row doesn't mean you should -- and your fatigue levels will break you
of that habit pretty quickly.
Speaking of fatigue, it has gone through some big changes too. It will play a larger role in battle now, and shifting people in and out of long-running
encounters to manage fatigue might be wise.
Monster groups will never more more than 1 square per turn now. This will change soon, but the fatigue was too unpredictable for them to move more
at the moment without further logic.
Moving one friendly group into a square occupied by another friendly group will merge the groups. This can only be done if there are no monsters present
in either square. Merging groups ends the movement of both groups for the turn.
There is a help file available explaining some of the basics of this stuff. Experienced players should read it
to get an idea of what some of these changes mean.
A tremendous amount of major adventure changes are being implemented. There isn't space to cover them here, so watch for an update in the next day or two linking to a comprehensive help file for explanations.
Items that give combat skill bonuses now give applicable adjustments to reach and combat space, just as if you knew the skill.
All the new values have been translated correctly into adventures. You can view these on the group data window (click the central spot on the group movement menu).
Currently, all the old rules are still in effect, but using the new MP (movement points). So, your groups will -- for now -- be moving much further. Monsters too.
This will all be changing rather dramatically in the next week. Stay tuned!
People will often fail to attack their target now. If you are using a missile weapon, you will lose your action about half the time if you are
trying to shoot at someone in your same square. If you are using a non-missile weapon, you will lose your attack against opponents with longer
reach. The worse your reach deficit, the higher the chance you will lose your attack.
Added a racial modifier to movement rate, as well as a small random adjustment for all new characters. Some people are just a little bit faster than others!
There are a few new properties listed on the character page. Hovering over any of them (except height) will show a little bit about how they are derived.
Height is self explanatory.
Reach is the distance at which you can strike an enemy from any given location. Coming soon, the combatant with shorter reach may
miss actions fighting an opponent with significantly longer reach.
Movement rate has been completely reworked, and in fact is still under construction. This value is NOT the one used on adventures, and
should be ignored until corrected. The new effects of encumberance will, as shown, be much more impactful on movement rates than under current rules.
Combat space is not used yet, but will be a very big deal soon. The smaller the better, as it will determine how many people you can pack
into one square before suffering penalties (and how large the penalties will be).
These are all part of a major change to how movement and combat will work. There will be a lot more going into this, and when the project is completed
there will be a help file explaining it all. Needless to say, there will be a lot more decisions to make about how to set up each character for best effectiveness in various group sizes.
New characters now have a height score, which unfortunately isn't displayed yet. Your height will
affect your strength to a degree. Female characters, already looking at a big strength deficit, will find
that it is even larger now. After a lot of reaseach, I determined that after converting real-life strength
to the MW scale, the average human female is 3.75 strength points weaker than a human male, and other
species will be similar. To compensate, female characters (of every species) will now get a 20% increase
to their spell points. They may make worse fighters, but they will now be superior wizards!
A few quick updates this morning:
All weapon techniques have been updated for consistency.
All weapons have a reach rating reflecting effective striking range.
People will start adventures less frequently.
People will join adventures less frequently, resulting in slightly smaller party sizes.
Once your world exceeds 50 people, the rate of immigration will begin to slow.
The top info bar will now show the correct world date and population figures.
Fixed the bug where d1 spiders switching from desperate technique to bite were gaining d4 damage teeth.
All players are now using the same system (finally) of playing on a unique world with far different rules
than the "old" game. Most old accounts were simply cleared and forced into the new system and they will start with new characters.
A few higher level players were simply moved over with their old characters intact, although these players might seriously consider
using the delete world feature to kill off everyone and start with a clean slate.
So many changes have been taking place to mechanics and screen layouts and features that it is not worth listing them.
Expect more changes quickly, as a lot of legacy systems are removed or replaced with new ones. One big change that is in the works
is that group sizes will be unlimited.
Significant changes to fatigue have been made. First the good news: attacks that miss only create a fatigue check 25% of the time now,
as opposed to 50% of the time. This is probably the most significant change made, as it means swarms of weak monsters attacking but missing
many times will only build your fatigue scores half as quickly (less, effectively, as some fatigue dissipates each turn). Also, weapon techniques
with higher effort scores will no longer carry such a big fatigue penalty as that fatigue premium has also been halved. Finally, a
boost to every single fatigue check is given, effectively giving all characters endurance at level 1.5.
Next the bad news: fatigue length has been extended by about 33%. So although in most cases you will get less fatigue, it will last a bit longer.
Also, the benefits of endurance have been reduced. Instead of each point granting an effective +3 to constitution during fatigue checks, each point
is now equivalent to +2.
Finally, the ugly! Some actions can now generate more than 1 fatigue point at a time. Specifically, getting injured for a significant portion of your hp
in a single blow can introduce a lot of fatigue. And spellcasting can be a huge fatigue source now if you cast spells with very high sp relative to your
maximum sp. These effects cut both ways, of course, and will generally hurt the monsters much more than your characters since every monster loses all their
hp/sp during a fight while characters rarely do.
Fixed a bug that was preventing daychanges on standard (non-clanworld) accounts. Please report problems like these in the forums so that I will know of them!
Added new techniques for knife class weapons and a few more for monsters with teeth.
Added new items, primarily new types of ammo for sling weapons.
Updated a few monsters, adjusting treasure, xp, and skills to be more balanced.
Widened (very slightly) the range of encounter sizes at a given adventure level. You will now occassionally get encounters that seem unusually small, or unusually large.
When a person dies on a clan world adventure and becomes a god, their initial power is set to
their current money. This can be somewhat of a big deal, if you are very rich.
The minimum attribute of any character generated on or for clan worlds is now 1. No more strength -2 losers running around!
A new program was added that generates complete characters, with some skill points already spent as they are auto-leveled up.
This is accessed frequently behind-the-scenes on the clan world as your new characters there will come with xp already
generated and a class already selected. Essentially, you lose a little flexibility in character generation on-world
in exchange for potentially more powerful characters.
Mythic City character recruitment is now capped at the 8gp level. For better characters, you have to move to clan world
mode (see below). All clan-world mode characters awarded during daychanges will be free, made with the new program, and with
attributes as good as or better than an 8gp recruit.
And here is a significant update:
There are now two distinct game modes. The first is the one we all know and love. This
mode no longer has access to clan worlds. In fact, all players have been reverted to this mode.
All clan worlds have been deleted. All gold spent on the creation and expansion of the clan worlds
has been refunded. All people have been returned to Mythic City. All world/zone/location data has been erased.
Nothing has changed at all in default mode.
The new mode is that of clan world players. For 100 gold you can "graduate" to the advanced mode of play by
creating a clan world. When you do this, there is no returning. All your people will
be moved to your world, never to return to Mythic City. You lose some control over them,
such as the ability to adventure in player-defined groups. Death is going to be A LOT more common
on the clan world adventures.
On the clan worlds you get better character recruits, including some that begin with experience and higher levels.
You also can start building your pantheon of gods, since good characters who die in this mode will become gods.
Much of the future development on Mythic Warfare will involve the clan worlds. They will get more complex, with
new rewards and new ways to die.
Basically, if you switch now, you will lose the ability to define parties, and lose the ability to decide who
adventures each day, but you will gain better characters each daychange and access to new features as they
The adventure screen layout has been altered to try to make better use of screen space. Feedback is welcome.
Here is a fairly routine update:|
A handful of new items were added, but in the way that things snowball, it isn't that easy. Among the new cloaks are 3
winter wolf cloaks that skilled leather crafters may create from corpses. This led to a review of winter wolves
and the creation of a few new techniques for weapons: claw creatures. Although they became more dangerous (and lucrative),
winter wolves had a significant XP reduction as they were over-valued and they will be seen in slightly higher numbers and
slightly lower adventure levels going forward.
Other new items include some slings. Again, this led me astray. Filling in a gap at the cheap end of the spectrum is the
kobold sling which, as you might guess, is pretty cheap and ineffective. However that led to a comprehensive review of
kobolds. Many things changed. First, regular kobolds now have a different weapons loadout with less ranged weapons, less valueable
weapons, and in fact just plain less weapons! Despite now having higher chances of kobold branded gear, most equipment chances
were reduced to bring their loot value closer to norms. Hit points were reduced. But a few rudimentary weapon skills were added
on their most common weapons. All in all they are slightly weaker. Kobold wizards also got a (small) hp hit, similar gear
reductions and edits, and in place of simple weapon skills they got a few more very low-end spell options. Finally, a new kobold
type was created called the kobold slinger. These are slightly bigger, but slightly dumber, and generally more focused on their
slings. Most will have ranged attacks and they will normally be found with a compliment of regular kobolds with, perhaps, a few
rats or wizards mixed in. Although they are fairly rare right now, once I get good data on their effectiveness I will adjust their
level placement and ramp up their visibility. Best of all, all three kobolds have fancy new icons!
A dozen or so new techniques for characters were added too, primarily in the sword and flail families.
There was a slight AI tweak which should help the monsters a bit: they will be a little more liberal with spell point use early
in an encounter instead of waiting until they are decimated before deciding to commit all their SP.
Finally, a couple of small bug fixes. When you are hit with a fatigue-generating cold effect, same-turn spell casting failure rates
will only increase slightly instead of the crippling increases of the past. And a rare daychange page crash upon new god selection
was found and fixed.
All spells have now been converted into the new magic system. There were only a handful that had been left behind, and these were updated or removed.
Additionally, several new spells were added. All told, 35 more spells are now in the updated magic system. Perhaps 20 existing spells also had their SP altered for balance.
About 30 Weapon techniques have been added as well. Most of these are weapon-specific in the polearm and crossbow skills but 9 are "generic" in that they can be used
with any class of weapon. While not as powerful as many of the dedicated techniques, they nonetheless offer some effective options for people with the right prerequisites.
As with any update, a handful of items have been added to the game, speficically there are a few new staves, boots, and cloaks of various values. And of course,
adjustments were made to some of the less accurate monsters as far as XP and treasure given and the numbers and levels at which they are encountered. These adjustments
are part of an endless review process in an effort to keep things balanced.
Finally, there have been some significant changes to the clan worlds. Read the update in the forums for details.
The DNS change has been delayed 1 day. The downtime will begin tomorrow. Write down the IP address below if you want to play during the bulk of the downtime. Again, it will be offline
entirely for a few hours at least, then accessible via IP address only for a couple of days.