Trebuchet and catapult changes
- Weight and ql of ammo add more damage, though damage is still capped at 20
- Distance traveled adds more damage
- Stone and metal projectiles are best
- Angle of fire can be set between 5 degrees and 85 degrees, affecting not only how far the projectile goes, but also how high it can go over walls and obstacles.
- Skill check now occurs when firing, it now takes into account catapult ql and skill to determine if you get the right firing angle, failing the skill check will alter the angle of fire.
- Winches affect initial power, which in turn with angle determines distance travelled
- Added approximate distance messages when winching. Distance calculation is made on the assumption of firing across flat ground, so it’s not going to be exact depending on where you’re firing, but it should be pretty close. (Unless you’re firing off the side of a cliff, or into the side of a cliff, in which case it’ll be pretty far off.)
- Added test messages to the winching message showing the current power and firing angle of the catapult.
- Added two new actions for increasing and reducing the firing angle of catapults. They should be defaulting to 45 degrees, and can be changed to a max of 85 degrees and a min of 5 degrees. Each action changes the degrees by 5, and takes a few seconds depending on your skill.
- Changed action time for winching to take your skill into account instead of a flat 1s per winch. At 100 skill the winch speed should be 33% faster. At 1 skill it is the same as previously, 1s/winch.
- Changed the “it sounds like X hit Y” messages on projectiles landing. Will now give a breakdown if each type of thing hit and how many of them were hit.
Turrets and archery towers
- Turrets and archery towers will now have their range increased based on their QL. Base ranges are the same of 3 tiles for turret and 5 tiles for archery tower, then increase up to 5x that range at 100ql.
- How often turrets and archery tower can shoot is now modified by the QL as well, up to 33% faster at 100ql.
- When a turret has a chance to fire but fails, it will now do an animation without firing any projectiles.
- Changed the projectile checks for turrets and archery towers to use their proper height, instead of checking near the ground.
- This means they should be able to shoot over walls etc if they are high enough – they just need direct line of sight between their firing position (near the ball for the turret, top of the tower for archery tower) and their target. Will need some testing.
Battering rams
- Damage dealt will need to be balanced pending discussion.
- Min 21 body strength needed to use it.
- Uses the War Machines skill – skill effects time to use and a skillcheck modifies the final damage. Base 30 second timer, 33% faster at 100 skill.
- Failed skillcheck results in no damage done. Difficulty is based on the wall’s current quality (i.e. QL – damage (or there abouts)), so the first hits will be lower damage and harder, later hits will get easier and deal more damage.
- Only hits the first thing it comes across in front of it, and it needs to be pretty close to touching the thing you want to ram.
- Player using it has to be pretty close to the ram to be able to use it, and only one person can use it at a time.
- Dragging a ram should be a bit slower than dragging other things (e.g. a catapult).
- Damage to the wall is modified by skillcheck result (as said above) and the QL of the ram.
- Double damage is dealt when used underground.
- Does not work against mine doors.
- Exact values are up for discussion after some testing is done.
As usual, testing feedback can be left here:
http://forum.wurmonline.com/index.php?/topic/152397-catapult-and-trebuchet-testing/
