Things that concerns have been expressed about: -Wound/Stun combination not working right -Bonuses in enemy cities not applying (poison particularly) Under the assumption that "enemy city" means enemy of the one who has the relevant clan bonuses
Last Edit: Aug 14, 2019 0:19:00 GMT -6 by Siuansong
Despite some resistance from those seeking to continue to take advantage of it, a few concerned members of the community were actually happy to help with testing. Both 'in enemy city' AND 'in owned city' bonuses only appear to apply on agressive duelling, not on the defensive side. I have posted the relevant test methods and results to Tim's inbox.
for the stun/wound issue, more eyes on logs required ... see below, posted to Tim, for details:
Heya again Chief,
I spoke to Kaldar who gave me the scoop on his interpretation of where wound was thought to be sitting at the moment, which I feel is a strong enough chance of being correct to report on ... that being [current_wound_val] in a battle should be the base value that stun operates from on the turn by turn stun RNG, + 100% chance of a random wound value to be applied per turn (upped from 80%).
We did discuss that last age when we saw stun doing some pretty odd things in logs (increasing the stun value beyond what the stun cap should be based on the skill, in fact beyond what it theoretically should be able to, potentially putting a turn initiative value into negatives). All I can say to that is I have not seen this age yet so far ... that's not to say it's not happening, but stun being stun and not knowing an enemy's speed value makes that a bit harder to detect of course. I'm wondering if that's what you fixed for the start of this age?
However, I have seen a number of logs where the turn stun value is lower than the [current_wound_val], ie the [current_wound_val] is not being applied as the base for the turn's stun rng. That would appear to leave wound in the same state that it was in prior to any change basically, albeit with an increased chance of applying it's rng per turn (untestable as a lower value wound rng won't show in the log), also assuming the stun cap issue was corrected which is still as yet unconfirmed.
There is a problem with bounty/duel quests in that some of them just don't seem to count duel wins against the quest ... haven't yet identified what causes this, but I'll keep digging. A dirty, distasteful job, but I guess someone has to do it
Edit: shout out to the BT lads/lasses who have kindly offered to help, funding this exploratory mission. Thanks for the help boys and girls!!
Last Edit: Sept 3, 2019 8:20:56 GMT -6 by Seitaarin
I don't think I've ever been notified about an alliance request being received nor answered. also, enemy notification (for clans). I remember because im always surprised seeing it on the Clan page then checking messages and seeing it (with no notification of course)
No idea why some don't work. From the side picking up the quest, they look fine ... there's one still there with incorrect casing, but one with correct casing and still neither will count up upon duel success. Picking them up with new characters yields that same result, so I do believe it's the quest itself that's bugged, not the player doing the quest. Just don't know why some don't work unfortunately
My guess would be that somehow the character was not linked correctly at quest creation somehow ... but ... that's a guess.
Last Edit: Sept 4, 2019 17:16:21 GMT -6 by Seitaarin
I found something that may be buggy. So my clan is shadow declared, aligned, and is set to "no light" entrance. And when I look at the into page for the clan it says I'm of the wrong alignment for my clan, but I'm in the -1700s so I don't know why it tells me I'm the wrong alignment. I didn't leave the clan to check if it wouldn't let me enter again to check and I don't know if this shows for anyone else either. But it's an odd thing I had noticed, and could potentially prevent folks from joining my clan or others if other clans choose that screening route for entrance.