Posted August 20, 2025 by Somchu
Hello again, it's been a bit shorter than expected, but I have another big rework update! This time, I've redone the combat mechanics! Some code has been standardizes, along with some incidental buffs/nerfs. The current combat data is subject to change, and I intend to tweak any values that just don't seem right, but hopefully the new combat system runs well (it'd be a pain to revert it).
Oh, also: I fixed a few bugs from V0.5.5. There were a few that were reported after I started tearing apart the combat system, so they didn't get their own patches. Sorry.
IMPORTANT NOTE: DO NOT LOAD A SAVE FROM AN OLDER VERSION THAT IS IN THE MIDDLE OF COMBAT. THIS MAY RESULT IN SIGNIFICANT BUGS. DO NOT ENTER COMBAT BEFORE UN-EQUIPPING AND RE-EQUIPPING WEAPONS TO UPDATE DATA. PLEASE REST OR SET UP CAMP IMMEDIATELY SO THAT MONSTER DATA MAY BE UPDATED.
V0.5.6
+Bug Fixes
+Updated Combat Item Consumption System
+Reworked Weaponry/Armor System
+Rewrite: New hit/miss formulas have been made. Instead of calculating if enemies Hit/Miss, it calculates:
>Does the Player Dodge? -> If not, does the Player Block? -> If not, the Player is Hit.
+Reworked Attack/Defense Combat mechanics
-Space Optimization: Duplicate Attack Passages/Attack Passages with similar text have been consolidated.
+Reworked Stat-based checks
+Instead of using the Player's Stats, the now use the Stat + Stat Modifier
>For instance, a 432 lb Player with Agility Level 2 would have a total Agility Roll of "2 (-2)"
-Currently, only Agility has a calculated Modifier (calculated by Player Weight)
+Added a Weapon/Monster Error Warning System to the Sidebar (see Important Note above). Will be tweaked to match latest variables as updates are made.