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Update Log #33 - A Complete Combat Rework

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Combat Overhaul
Completely scrapped EVERYTHING related to Player Combat and re-wrote it based off of a RuneScape 3's Legacy mode methods. With this I was able to add/change/fix things like (but not limited to):

  • Dancing with your target while in Melee mode;
  • Proper melee distance checks: Halberds, Scythes, Lances and Pole-arms can now be used to attack an additional square further;
  • Proper ranged distance checks based on players current attacking hand's weapon;
  • Attacking while in movement no longer forces the character to finish the movement before attacking, stops all actions and walks towards your enemy immediately;
  • Real accuracy modifiers for hit chance for ALL combat styles; based on gear, stats, potions, auras, prayers, attack styles as well as all of these are also calculated from your current target's values;
  • Dual-wielding now works the same way as it does RuneScape 3; your main-hand attack will no longer have to wait double the ticks to attack. Both hands have separate timers and your off-hand weapon will attack right after your main-hand has finished;
  • Bolts for Ranged and Spells for Magic properly scaling to calculate your max hits;
  • Scythes (specifically Noxious) will now do AoE damage to up to a maximum of 3 targets;
  • Doubled the Ranged strength bonus for bolt ammunition;
  • Ranged Long Range attacks also giving Defensive EXP;

And so, so much more, hop online and check it out. Hope everyone enjoys the combat improvements! Make sure to use the bug reports section if you find anything too ower-powered or not as powerful as it should be :)

 

 

Miscellaneous

  • Adding logs to a Portable Brazier will now trigger the Health boost on first log used;
  • Pest Control games will now start with at least 3 players, and start instantly when there are 5;
  • Players may now use their empty Plant pots on Farming patches to fill them with soil;
  • Watermelons can now be sliced into 3 Watermelon slices which can then be eaten, of course;
  • All unused Farming patches will now properly update and set their values to 0 (weed-filled spots). This means you should no longer see something random growing in a patch if you aren't currently using it to grow stuff;
  • Empty jugs may now be filled with water;
  • Celestial dragons are now weak to Ranged rather than Magic;
  • Increased Ascension shard item drop amounts at the Monastery of Ascension dungeon;
  • EXP Tracker will no longer add EXP in skills that you have 200m EXP in;
  • NPC's now have a 1/2 chance of dropping coins rather than every single kill;
  • All item level requirements have been changed to how they were in pre-EoC (this only applies for items up to revision 742).

Fixes

  • Fixed Dragon-fire shield 'Empty' option;
  • Fixed all Polypore dungeon ladders (vines);
  • Fixed an issue with being able to attack monsters through doors in Dungeoneering using Magic/Ranged attacks;
  • All Dungeoneering potions should now have the correct creation values (let me know if I missed any);
  • Fixed an issue with making Ascension bolts;
  • Fixed an issue with ghostly-type NPC's trying to drop their unique item on every single kill.

Special thanks to @Effy for thoroughly testing the new combat update!

 

 

 

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