Play Now

Combat

I chose to tackle combat while I have the time but rather than take it on all at once I'm breaking it down into the the three styles and npcs; first up is ranged.



Not a whole lot note worthy just a tonne of data, every ranged or thrown weapon and special attack except the fixed device, the complete list is here.


I did manage to separate modifiers from the combat formulas to keep things separate and tidier and so all the heavy lifting has been done and adding all the melee weapons shouldn't be very difficult.

Retaliation, npc combat, drops, aggression, player death all things yet to be added and bots will have to wait until there's ways of obtaining weapons



Added all the melee weapons, effects and special attacks; nothing you havent seen a million times before


modern and ancient magic spells, autocasting & sorting


npc combat, auto retaliation, npc death, drop tables, and simulating kills


you can simulate as many kills as you want but anything over 100m starts to take a lot of time, e.g. 1b kills took a minute and a half to calculate


and yes killing 1 billion goblins would take someone approx 95 years straight



Finally added some content smoke tests which run scenarios on the server without networking and with the cache data mocked
A scenario is something like spawn 1 player with sword 1 cow, send fake "packet" for player to attack npc, wait ~10 ticks, assert cow is dead, bones are on ground and the player gained experience.


As they have to initiate the whole server these tests take a bit longer to run than regular unit tests however they assure that content and the systems they depend on continue to function as expected years after it's written.
This was emphasised when I found the trading ui had broken when writing tests for it, I reckon it broke when I ported from 667 to 634 towards the end of last year and it had gone unnoticed ever since.

Combat is currently in a good place but by no means flawless and there's still plenty more to get on with: PvP and MvM is completely untested, npc behaviours like aggression, lunar spells, food/potions and player death to name a few and of course bots! still need adding.
I hope to get the rest of it complete by the end of the year however with some major things coming up irl and having recently started a new job I might not have the time, we shall see...

« Back to Dev Blog