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Announce News Post #4215

Denizen Combat Changes

Written by: Mortori
Date: Thursday, October 2nd, 2014
Addressed to: Everyone


We've loaded up a number of new additions and changes to denizen combat today, and I wanted to point out a few of the more immediately noticeable changes:

- Denizens will now track much faster.
- Denizens that can track will now go after their primary target, rather than staying in their room fighting any other valid targets that might still be there.
- Denizens will be much smarter about reengaging targets who leave and reenter the room.
- Denizens who cannot use a hammer tattoo will become enraged when they hit a target's shield, causing them to attack faster for a short time.
- Loyal denizens that can be ordered to kill other adventurers should now be much better at remembering their targets.

Most of the other changes will not be immediately noticeable, but they allow for us to create stronger denizens, more durable denizens (without having to also make them hit much harder), and denizens that behave a little differently in the way that they chase you down or prevent you from fleeing. Look for some new denizens who take advantage of these features in the near future!

Penned by My hand on the 10th of Mayan, in the year 665 AF.


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Announce News Post #4215

Denizen Combat Changes

Written by: Mortori
Date: Thursday, October 2nd, 2014
Addressed to: Everyone


We've loaded up a number of new additions and changes to denizen combat today, and I wanted to point out a few of the more immediately noticeable changes:

- Denizens will now track much faster.
- Denizens that can track will now go after their primary target, rather than staying in their room fighting any other valid targets that might still be there.
- Denizens will be much smarter about reengaging targets who leave and reenter the room.
- Denizens who cannot use a hammer tattoo will become enraged when they hit a target's shield, causing them to attack faster for a short time.
- Loyal denizens that can be ordered to kill other adventurers should now be much better at remembering their targets.

Most of the other changes will not be immediately noticeable, but they allow for us to create stronger denizens, more durable denizens (without having to also make them hit much harder), and denizens that behave a little differently in the way that they chase you down or prevent you from fleeing. Look for some new denizens who take advantage of these features in the near future!

Penned by My hand on the 10th of Mayan, in the year 665 AF.


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