firstly big thanx to Rusty for putting up with me last week
also big thanx to Chris for basically getting the ball rolling on the revision - he knew by broad goals, I said make a spreadsheet, he made one, and here we are
so, my broad goals for revising crafting (especially weaponsmith, armourer, tailor) were:
* make it less boring
* make it useful
* make it faster
* make it not create 100s of items to be thrown away or flood merchs with or converted to gold
* not ruin hunting by bringing back enchanting
* not bringing back enchanting to make the old crafts useful
so I after 25-30 hrs of coding here is stage one of my crafting revision.
major crafting changes
i) crafting speed: you used to need to make about 16000 items to get to 100% - now it's 1100
ii) the time between crafted objects (the cooloff) used to be a flat 2.5 sec but is now scaled to the item skill req - from between 1 second and 12 seconds. The harder the item the longer the cooloff. New: if a crafted item won't bump your skill then the cooloff is a flat 2sec.
iii) you can unmake any item with a 'wand of deconstruction' found at all good wand merchant ... it gives you back all the ingredients less 1
iv) tinker, alch, inscript are currently unchanged
v) for weapsmith, armourer, tailor, woodcraft, you can make all the plain weaps & wearbles by up to around 20% skill (it bumps till 40%)
vi) after 30% you can make either tinted items (copper, gold etc) and even make magic items (defense, attack and stats only)
vii)
viii) you can use the deconstruction wand on magic items to recover magic ingots. Infact this is the only way to get magic ingots
ix) some itms cannot be made NOR deconstructed - eg vamp weapons.
x) the interface has changed greatly. You no longer use a tinted tool - just a plain one. If items you can make are tintable (ie can me made with a fancy ingot) you will be prompted to select the ingot (or cloth or whatever) to make the item with, and a 2nd menu appears to select the item to make. So tintable items have 2 menus. Stuff like inscription is unchanged with 1 menu, as nothing is tintable.
xi) the craft lists on your client now show the materials required. Items that are in dark grey will not bump your skill + and are made at a flat speed of 2 sec max
minor crafting changes
i) improved pots (including mega) now just use reagants rather than plain pots, but more of them of course
ii) added steel armour (make steel ingots from ash and iron ore, make ash from smelting logs) - steel is good but not as good as BR
iii) weapon smith skill order is approximate to weapon dps, so rondels/claymores are harder than hoes/daggers
iv) rewrote disenchant - no longer get gems from it, gems now drop and can be found mining - disenchant basically strips magic off items (and soulboundness)
v) removed vamp log/ore etc from alchemy
vi) removed tinted tools from tinker
vii) moved pocket knife to tinker
viii) at 100 skill you are still not guaranteed to make anything, so u may fail making those fancy house scrolls that req 100% skill
ix) can make tinted slings
x) removed all jewellery from tinker except for the ring needed to make regen ring - I'll probably add jeweller as a skill later
xi) logging only bumps yr woodcraft to 10%, but finding tinted logs bumps yr woodcraft up to 10% past min skill to find them
other fixes:
- rusty's polypile v2
- networking: many sets of pkts are now combined and compressed, huge network savings, ppl will complain abt lag anyway
- players are auto reset to bind town if they logout in a dungeon (there is 10 mins grace however)
- only gloves of attack that should drop are u/a weight - fixed, was bug
- UM: hp bonus changed to tgt lvl+50
- VUM: hp bonus changed to 75+tgt lvl*1.5
- monsters won't drop body parts in non-pvp maps (ie they won't drop in towns, shrines etc)
I think that is all. Like I said this is phase 1, meaning there is more to come - this was mostly engine work - I will expand crafting a lot more now at some later time.
There is one little flaw: On PD you can't drop s/b items to deconstruct them (this was changed on pd for some reason).