New, custom healing potions are now being used

Forum for suggestions on server improvement suggestions and balance discussions, bug reports, invalid characters.

Moderators: Dasaria Game DMs, A&SI Moderators

Wyvern
Forum Troll
Posts: 2349
Joined: Fri Sep 22, 2006 3:16 am
Contact:

New, custom healing potions are now being used

Post by Wyvern »

I have implemented custom heal pots that will be available in the merchants, replacing the standard cure light, moderate, strong and critical potions. The new potions come in three varieties (except light and strong which currently come in only two).

The three varieties are type 1, 2 and 3. Type 1 will give a slow rate of healing, over a longer duration. Type 2 will give a medium rate of healing over a shorter duration. Type 3 will give the fastest rate of healing, in the shortest period of time. Type 1 is the cheapest, then type 2 and type 3s are the dearest.

Regular potions are now no longer available in Mae's or Rams. They will however still drop in treasure drops just like they have always done. They can also be crafted in the same way as before.

If you have any questions, I am happy to answer them.
It's just a game...
Wyvern
Forum Troll
Posts: 2349
Joined: Fri Sep 22, 2006 3:16 am
Contact:

Post by Wyvern »

For some reason, at least some of the potions dont want to work properly on the main server. I will replace the new potions until I can debug what's going on.
It's just a game...
User avatar
Wumpus Slayer
Dasarian Scout
Posts: 495
Joined: Wed Dec 27, 2006 4:50 am
Location: Out in the woods somewhere in New Hampshire

Post by Wumpus Slayer »

Out of curiosity, what was the reason for the change? Was there something broken about the old potions?

Also, if a player drinks two of the slow-healing potions back-to-back, does the healing rate double, or does one just go to waste?
Friam Fole - Adventurer, Master Blacksmith
Shaka Mbube - Arrrr!
Craig Hack - An army of dumb
Aluicious Repetitious - Travelling Entertainer
Wyvern
Forum Troll
Posts: 2349
Joined: Fri Sep 22, 2006 3:16 am
Contact:

Post by Wyvern »

Nothing was broken with the old potions, but because of stockpiling, people were able to remain largely immune to damage, because within 3 rounds they could be back to full health. Now, the potions cure over a longer period, and to answer your second question, no, currently there is no stacking.

I have just pulled the new potions and replaced them with the old ones, on account of the new ones not actually healing (dispite all local tests where they worked fine). So hopefully this change will be coming in the near future.
It's just a game...
Maevan2
Dasarian Scout
Posts: 247
Joined: Wed Dec 27, 2006 11:19 am

Post by Maevan2 »

I haven't seen these potions in action, but the first idea i had when i read this was: i just hope they cannot be exploited as some kind of regeneration spell. So i would say that the effects must not stack or people will just drink a few of these potions before each battle and things will become worse than they are today. Or the effect must completely stop when you are at full health. Or.... :wink:
Wyvern
Forum Troll
Posts: 2349
Joined: Fri Sep 22, 2006 3:16 am
Contact:

Post by Wyvern »

If you have ANY regen effects on you when you drink one of the potions (including the effects of a previously drank potion) then it will have no effect. The effects absolutely do not stack. Also, once you reach full health, you will not continue to gain hp.
It's just a game...
Stormknife
Dasarian Hero
Posts: 1126
Joined: Sat Sep 23, 2006 7:24 am
Main Player Character: Draco
Other PCs: Shroud, Lorcann
Location: The Original Dasarian Kitsune.

Post by Stormknife »

Does it turn off once you're at full HP, or does the effect just wait until you're injured again? For example would it do this:

Round 1: Drink potion. 10/20 HP.
Round 2: Potion ticks. 20/20 HP.
Round 3: Haven't taken any damage. 20/20 HP.
Round 4: Take 5 damage. 15/20 HP.

Would the potion tick again and put you back to 20? Or is it dispelled after round 2?
Draco - "Allow me to introduce myself, I'm a man of wealth and taste."
Lorcann - "BACON!"

<*>
Wyvern
Forum Troll
Posts: 2349
Joined: Fri Sep 22, 2006 3:16 am
Contact:

Post by Wyvern »

The duration is fixed. If at full health, the healing effect will stop, but if you get injured before the effect actually wears off, the regeneration will kick in once more.
It's just a game...
broncoblitz
Dasarian Hero
Posts: 1126
Joined: Sat Sep 23, 2006 1:55 am
Location: A modern magician working in a Lab

Post by broncoblitz »

nice this just made the bards regen inspiration useless!
I'm always right. I'm also a jerk. It's not my fault you can't get over the latter to see the former.

Hurray for Me!

Topic titles are like turn signals. They aren't for your benefit, but for the people around you.
Wyvern
Forum Troll
Posts: 2349
Joined: Fri Sep 22, 2006 3:16 am
Contact:

Post by Wyvern »

The bard's regen inspiration is party wide, correct? Potions are individual only. Plus it is free. The potions will cost more money than before (depending on the type you buy) so how has it been rendered useless?
It's just a game...
Wyvern
Forum Troll
Posts: 2349
Joined: Fri Sep 22, 2006 3:16 am
Contact:

Post by Wyvern »

As a matter of fact, if the bard's regen inspiration is active, the potions have been rendered useless - not the other way around.
It's just a game...
broncoblitz
Dasarian Hero
Posts: 1126
Joined: Sat Sep 23, 2006 1:55 am
Location: A modern magician working in a Lab

Post by broncoblitz »

sweet!
I'm always right. I'm also a jerk. It's not my fault you can't get over the latter to see the former.

Hurray for Me!

Topic titles are like turn signals. They aren't for your benefit, but for the people around you.
urgualamand
Dasarian Hero
Posts: 798
Joined: Tue Jan 23, 2007 10:51 am
Location: Denmark

Post by urgualamand »

This is very good news :D This makes the clerics healing seem more like an instant blessing, where the potions will have a kind of drink and enjoy the healing feel to them :D Hope it works out as it sounds.. Awesome in every aspect!
"Pain or damage don’t end the world, nor despair or f*cking beatin’s. The world ends when you’re dead. Until then, you got more punishment in store. Stand it like a man — and give some back."
- Al'Se'RhuSha - CaliliaD - Mandrake - Sythe
ErictheRed
Dasarian Scout
Posts: 407
Joined: Wed Jan 24, 2007 12:33 am

Post by ErictheRed »

I think this is a reasonable change, but I would have thought it would be simpler to just limit potions available in stores to nothing stronger than Cure Moderate Wounds potions. I definitely think the idea is good though; it's kind of silly that you can regain close 200 or so hit points in 3 rounds!
Characters: Soltis, Garrett, and William of Aucklorn.

Forgive, Oh Lord, my little jokes on thee
And I'll forgive thy great big one on me.
Wyvern
Forum Troll
Posts: 2349
Joined: Fri Sep 22, 2006 3:16 am
Contact:

Post by Wyvern »

Well, this way, you now have ten options for healing available from the merchants, instead of just two (if we restricted to just cure lights and cure moderates). Variety is the spice of life and all that.
It's just a game...
Post Reply

Return to “State of the Server”