The warrior/physical affliction overhaul has entered its first stage of testing! The new base warrior combat system is in, along with the (mostly-complete) Blademaster specialization. All players will be able to use the new skills in overhaul arena challenges (CHALLENGE <opponent> OVERHAUL), even if they are not warriors by default, though they will need to provide their own weapons; AB files are not available for the testing versions of the skills, but details for the abilities can be found below.
Players are encouraged to play with and test the new mechanics to their hearts' content, particularly insofar as attempting to break things and with an eye for balance. Specifically, due to the difficulty of working with the old weapon system, figuring good numbers for speed and damage is more than a bit of a pain, so at launch the base speed and damage numbers are not necessarily meant to reflect final numbers at all. Note that because the current mechanics must remain in place until we are ready to bring all of the new overhaul mechanics out of testing, any skills or abilities not using these new mechanics will still function off the old wounds and afflictions, so it is possible that some interesting interactions may arise.
This thread is here to serve as a discussion of the new mechanics: (non-exploitable/non-game-breaking) bugs (that are related to the new mechanics), balance concerns, suggestions, questions, etc. There's very likely some incredibly important something-or-another I'm forgetting to mention, so this post will be updated if anything comes to mind/any questions of particular import come up, etc.
Note: At the time of this posting, Lunge currently can be blocked by parry; this is on my to-do list of things to fix.
The rest of this post is an explanation of the new mechanics and the new Blademaster abilities available. This will be moved into some in-game help files when I am not nodding off on top of my computer.
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Warrior combat is based around the STRIKE command, which at its most basic is simply STRIKE <target>, to attack an opponent and do damage. While this isn't very spectacular on its own, it is also possible to target body parts on an opponent, causing wounds. Wounds are important because they form the major prerequisites for strike modifiers, which apply new effects to strikes, including afflictions, instakills, and various other unique effects. Together, wounds and modifiers form the backbone of a warrior's offense.
The full syntax for the strike command is STRIKE* <target> [LEFT|RIGHT] [<bodypart>] [<modifier> [<modifier arguments>]]. For users of one-handed weapons, you can optionally choose which hand you wish to attack with; if this is omitted, the weapon will be auto-selected based on what hand is wielding a weapon, on balance, not blocked by afflictions, etc. The bodypart may be optionally included; some modifiers require targeting a specific body part, and some require you not target a specific body part at all. Valid bodypart names are head, chest, gut, rleg, lleg, rarm, and larm, with the latter four also able to be expanded into e.g. rightleg. The modifier is also optional; if omitted, a basic strike is performed, which will cause wounding if targeted at a body part. Some modifiers may also take additional information, which will follow the modifier name in the command.
Examples:
STRIKE DARVELLAN
STRIKE ZVOLTZ HEAD
STRIKE MAYLEA STAB
STRIKE MANTEEKAN LLEG LEGTENDON
STRIKE MYSRAI REMISS PARALYSIS
* During the testing period in the arena, the actual command is OHSTRIKE, to prevent it from clashing with non-overhaul mechanics. Similarly, OHWOUNDS and OHASSESS can be used in place of their non-overhauled counterparts.
A body part can have a wound value ranging from 0-20, with 0 being completely unwounded. A wound value of 6 or fewer is considered light; 14 or fewer is heavy, and any higher is critical. These values are important because modifier wound requirements are based on these thresholds.
In addition to the new wounding system, a new set of overhaul afflictions, the physical afflictions, has also been completed. Unlike the other overhaul affliction sets, each physical affliction is tied to a specific limb, which is of relevance when curing. Note that the new physical afflictions are only available inside the arenas at presen. A listing of the physical afflictions can be found in game via AFFS LIST, and detailed info on each is available via AFFS INFO <affliction>.
Both wounds and physical afflictions are cured with the restorative ice salve, using the command APPLY RESTORATIVEICE TO <bodypart> [WOUNDS]. By default, an application of ice will attempt to first cure any afflictions on that limb before curing wounds; however, appending WOUNDS to the command will attempt to heal any wounds first. Healing wounds will always happen instantly, but curing afflictions will occur on a delay from the time of application, based on the wound state of the body part. Note that it may be possible at high wounds to apply a second dose of ice before the first one has healed an affliction. When this happens, it is important that you not apply to the same limb a second time, as this will override the first cure attempt and restart the delay.
At present, the Blademaster specialization is available for testing. This specialization is based around one-handed swords, and its combat style is designed around using poisons and modifiers to build up large numbers of afflictions. The skill is currently made up of the following abilities, with a handful of non-modifier abilities that have not been implemented yet:
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BLADEMASTERY
Increased effectiveness when using one-handed swords via quicker balance than non-Blademasters.
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PIERCEARM
Modifier
Allowed bodypart targets: rarm, larm
Prereq: Light wounds on targeted bodypart
Effect: Afflict with clumsiness
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PIERCELEG
Modifier
Allowed bodypart targets: rleg, lleg
Prereq: Light wounds on targeted bodypart
Effect: Afflict with weakenedleg on targeted bodypart
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PUNCTURECHEST
Modifier
Allowed bodypart targets: chest
Prereq: Light wounds on targeted bodypart
Effect: Afflict with sensitivity
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DISEMBOWEL
Modifier
Allowed bodypart targets: gut
Prereq: Light wounds on targeted bodypart
Effect: Afflict with internalbleeding
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LUNGE
Modifier
Power: 2 (any)
Allowed bodypart targets: any, but must target a body part
Prereq: Light wounds on targeted bodypart
Effect: Applies two wounds on targeted bodypart
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SLICEEAR
Modifier
Allowed bodypart targets: head
Prereq: Light wounds on targeted bodypart
Effect: Afflict with disloyalty
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WARCRY
Syntax: WARCRY
Your warcry is now so powerful and intimidating that many creatures
attacking your allies will be forced to consider you their primary
target. You will not be able to produce a proper warcry while
off-balance or on the floor, and most loyal creatures are simply so
devoted to their cause that your warcry will have no effect.
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COLLAPSENERVE
Modifier
Allowed bodypart targets: rarm, larm
Prereq: Heavy wounds on targeted bodypart
Effect: Afflict with pacifism
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COULE
Upon a successful parry, you have a chance to perform an unmodified strike at your opponent's arm. NOTE: this currently only works when blocking an overhaul strike.
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SLITTHROAT
Modifier
Allowed bodypart targets: head
Prereq: Heavy wounds on targeted bodypart
Effect: Afflict with damagedthroat
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STAB
Modifier
Allowed bodypart targets: any
Prereq: None
Effect: If the strike lands, this modifier will guarantee the next poison on the weapon is delivered. Requires and uses balance from both arms.
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GASHCHEST
Modifier
Allowed bodypart targets: chest
Prereq: Heavy wounds on targeted bodypart
Effect: Afflict with paralysis
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SEPTICWOUND
Modifier
Allowed bodypart targets: gut
Prereq: Heavy wounds on targeted bodypart
Effect: Afflict with anorexia
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REMISS
Modifier
Power: 2 (any)
Allowed bodypart targets: any
Prereq: None
Modifier arguments: one of paralysis, haemophilia, weakenedleftleg, weakenedrightleg, weakenedleftarm, weakenedrightarm, sickening
Effect: Make a normal non-wounding strike against your opponent. A few seconds later, your target will be afflicted with the affliction of your choice. Requires and uses balance from both arms.
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LEGTENDON
Modifier
Allowed bodypart targets: lleg, rleg
Prereq: Critical wounds on targeted body part
Effect: Afflicts with mutilatedleg on targeted limb
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EVISCERATE
Modifier
Power: 3 (any)
Allowed bodypart targets: chest
Prereq: Critical wounds on chest, two physical afflictions, two internal afflictions
Effect: Death
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HAYMAKER
Modifier
Power: 10 (any)
Allowed bodypart targets: any, but must target a bodypart
Prereq: None
Effect: Attempt four unmodified strikes to targeted limb, dealing two wounds for each successful hit. Requires dual-wielded blades with both arms on-balance and usable. Uses balance on both arms.
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Comments
Also, is rebounding still intended to exist?
When you say stances are being removrd, does that mean that every strike hits? Haymaker makes it sound like it's possible to miss.
If a cure is 2 seconds, and a swing is 3.5 seconds, then that means in order to get ahead and guarantee a kill, the blade-master will need to do one of the following:
1. Get two afflictions on the same cure in one hit often enough to eventually outpace the healing. (Can this be done with stab? i.e. Does stab also cause wounding? Or only RNG poison application? Or is this intended to be done with Remiss?)
2. Be able to build up enough wounds such that multiple cures are taking 3 seconds to cure ontop of the 2 second balance. (This sounds fine as is, BUT if most afflictions can be ignored to the point where you can just protect the kill condition, it can potentially cause a problem)
Also, I'm a bit concerned about the 3.5 second balance time for bashing. Is that the new standard?
...That's the point of it being available in the overhaul arena, there's already been a few things caught and changed. It ensures things are working correctly, and allows the testing of balance etc.