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Rules Revamp

The rules have been revamped! Please be sure to read over the new rules. Not reading them does not give you immunity.

The Gate Still Stands

The Gate of Talidur stands mighty and tall, unmoved by the new settlers of Anoma.

Mines Overhaul

The mine overhaul has been released! Be sure to make a global ticket to request yours to be upgraded if you've still got an old mine.

CRP Patch and Update Number 1 (Shields, movement, Pets, and golem nerf)

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Hello all! So, as you know, the first of many upcoming changes outlined by the lore and event roadmap is going to be to the combat system, along with adding new systems in support of it. So, we are proud to announce that we at the lore team are now implementing a shield system, a pets system, along with several patches and overall changs to how combat works on the server, in the first of potentially many patches to combat. These rules take effect as of the moment this forum post is posted so it is highly advised you get to know them. Thus, below I am going to outline the basics of each change that we made and why we made it. 


Shields System:

For the specifics of this system, please consult the ranged weapons section of the wiki, found here: https://wiki.lostfables.net/index.php/Shields. Basically, in this new system, you will receive a bonus to your contested ranged roll if you are holding a shield, and an even greater bonus if you use a standard action to cower behind it. These bonuses do not affect you if the projectile is coming from a direction your shield is not pointing in. These boons, however, come with a price. Shields now count as armor, and you will receive movement penalties according to your shield's size and quality, the same as with all other armors. 


Pets and Mounts System:

This is a bit too big to explain in a blurb on a forum post, so go read it here: https://wiki.lostfables.net/index.php/Pets_and_Mounts.  This is basically an implemented system to govern the ussage of Pets and Mounts in combat, what you can and cannot do with them, along with the implementation of a training system. This system, which will be required to get your pet to do anything on command, will prevent players from forming telepathic bonds with their pets, while leaving enough subjectivity to it to allow for dynamic roleplay. If you currently own a pet or mount token, it is considered invalid in roleplay until you get it updated by myself. To do so, please pm me on discord at MagicTurtle#9888. 



This consists of three changes. First, we are greatly reducing the movespeeds of everything. If you used to be able to move 10 blocks before this change, you are now only able to move 6, for example. Why on earth would you do this? This is to basically prevent players from being able to move out of the range of a crossbow in a singular dash emote, and to generally tone down the distance you can run from your opponents or your opponents can run towards you. The average human being able to move 20 blocks in a singular emote is a bit overkill, especially considering the size of our map and builds. Second, we are clarifying dash emotes, namely that just because your character can do a dash emote does not mean that they can instantly teleport away, and that other players are able to intercept you while dashing and stop your retreat, or at the very least wound you. Lastly, the amount that plate armor of higher qualities affects your speed is going to be increased, as, even though high-quality plate armor does allow those who wear it almost full-mobility, the armor’s weight is still going to allow those without armor to outperform those with it. This is also to reflect the draining nature of wearing heavy armor on your stamina, which cannot be otherwise expressed until the potential release of a stamina system. If you currently have a unique character application up, its movespeed is going to be modified in accordance with these changes, keep a look out for my reply to your accepted apps.

Ranged Weapons:

You may now only carry two pre-loaded weapons on you at a time. Rply, this is due to the fact that tension in crossbows and leaving loaded guns sitting loaded for a long time causes both weapons to misfire, but the real reason for the implementation of this rule is balancing and to prevent someone from carrying around five pistols and then one-shotting five people. 


Golem Nerf:

Lastly, golems made of stone and metal are going to be receiving a fairly significant nerf to counteract their previously unchecked dominance in crp. Golems made of non-stone materials, may be magically hardened to be as hard as stone, but they will then suffer from this effect. Furthermore, Golems made of stone or any harder/heavier material, including all metals, may no longer dash, and they receive a -3 penalty when defending from ranged attacks. Golem players should also take into account how heavy Golems are, and the effect that this will have on their dexterity and mobility. 



Thank you for reading or skimming these patch notes and updates! If you have any questions, concerns, or complaints, please either direct them to me on discord (MagicTurtle#9888), put them in response to this post, or in the debate channel on our discord.


List of All Affected Forum Pages:




(All races movement speeds).




Edited by blackhand7
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