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Topic subjectAnother round of this
Topic URLhttps://forums.carrionfields.com/dcboard.php?az=show_topic&forum=3&topic_id=2043&mesg_id=2398
2398, Another round of this
Posted by Daevryn on Wed 31-Dec-69 07:00 PM
Next crash/reboot or so, etc. Specifics:

Cower works marginally more. Take cover works marginally more. Generally speaking, both of these skills are about as great as they were before for a nearly dead orc, but they're better (if still a lot less effective) for a healthier orc.

Improved flee slightly reduces the chances of various things that block or interfere with fleeing to stop a character who's good at it. (I think a toggle is a reasonable addition to this skill, but I didn't get to it in this round and I'm not sure if or when I will.)

Dirty fighting fires marginally more and in a few cases is marginally more effective. All of these so far are auto-skills, so we'll see if a little goes a long way.

Soot ritual protects from the dangers of terrain fires, including the one created by using the skill. Fire damage from other sources are still fully effective. Soot ritual also provides a little help against offensive spells.

One or two of the potions that Blood Ritual can create were improved a bit, and these potions are slower to decay.

Items created by Fetish last longer (and in some cases may not decay), and in most of the PC cases have slightly improved stats.

Rush is marginally more effective.

Damage on Punt was increased a bit; shig-ru chiefs won't see much difference, but other level 50 orcs will now do just a little damage less than the chief, instead of a lot less.

Fixed a bug with high-end Pillage weapons; it's possible this bug never actually occured in play so maybe this is a transparent change.