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author | Jesusaves <jesusalva@themanaworld.org> | 2020-04-13 04:52:44 -0300 |
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committer | GitHub <noreply@github.com> | 2020-04-13 07:52:44 +0000 |
commit | d0ce35ecaa36c2908070645bfa6d616fffbc7030 (patch) | |
tree | 19d13ba8490218964ee7ef0e863024289b2038bd /.gitlab-ci.yml | |
parent | 59919f9f1b0f47fde4248746cf78ba8a7d843d2b (diff) | |
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Doomsday 3 Additional Patches (#553)
The core I've wrote was too primitive and was not be able to handle the heat of TMW playerbase.
This new one is more sturdy, more flexible, more scalable.
It also redefines the siege rules, logic and mechanics after a few sieges, and spawn amounts is based on players around and number of victories.
Should be much more fun than the previous core.
* Add two new monsters for Doomsday Act 3: Flashmob and Koyntety.
Both are "boss" which Kage may use at their own whim.
72000 experience, 27k HP, one attacks and walks fast, other is ranged high DPS.
Drops:
Chocolate Bar: 100.00%
Enchanter Amulet: 0.35%
Black Evoker Robe: 0.05%
White Evoker Robe: 0.05%
Apprentice Robe: 0.05%
Flawed Lens: 0.02%
Paladin's Helmet: 0.02%
A siege may contain only two boss at most. The time fastforward is still in effect.
Spawn stage last 25 minutes in total, overrun is checked 45 minutes later.
This means players have 20 minutes after siege spawns are concluded to clean
up the area. More players cause more difficult sieges, but beware:
This primitive difficulty barment logic is the opposite!
Every 1.5 siege victories (=a whole day), it expects +1 player in combat.
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