02-05-2022, 07:43 PM
Combat Devlog #1
Written by Aestrus
Hello everybody! I’m Aestrus, one of the programmer chads on the development team and today I’ll be going over the changes we’ve made to combat on Atlas. From the philosophy behind the core rework to the general broad overview to what combat on Atlas will be able to offer, we will go through it all.
Initially when considering combat changes, the core philosophy behind it was not going to change as much. Rather, it was going to shift towards the triangle between Melee, Ranged, and Magic. Over time as we implemented mechanics based on this philosophy, it became apparent that focusing primarily on that triangle was not going to be viable for the type of combat gameplay Atlas aims to achieve. We want a versatile and free-flowing system that allows players to have a vast amount of playstyles to develop, whilst also maintaining a strong enough structure that allows the developers to effectively maintain balance between the many combat systems we currently have.
Weight
While weight had already been implemented as a subtle mechanic on Atlas previously, and still is, it has now evolved. Previously, armors slowed your player down by a percentage, and we have retained that mechanic while still slightly altering values and how it worked. We had already begun toying with the idea of implementing a form of our weight mechanic with items like bundles and shulkers to allow Atlas to have those items whilst still avoiding the unappealing hyper-meta that vanilla Minecraft provides. With bundles and shulkers, we have restricted the amount you can have in your inventory by having an exponential speed modifier that slows you down the more you’re holding in bundles/shulkers. But while that mechanic of weight still exists, it is not the primary part of what weight actually is on Atlas.
Alongside having our combat triangle of Melee, Ranged, and Magic, we will also have three separate weight classes for our armors: Light, Medium, and Heavy. We determined which armors were put in which weight classes based on a variety of metrics, one of which primarily being effectiveness. Effectiveness in the context of Armor is based on a few factors, durability and base material being a couple. While we have our own internal ideology for which weight classes suit which types of playstyles, I won’t dive into that since I want you all to explore the system fully and build your own playstyles.
That being said, there are still some unique effects applied to the various weight classes. Lightweight players have heavily-increased damage, Mediumweight players have slightly increased damage and slightly increased resistance/protection, and Heavyweight players have reduced damage but much higher resistance to/protection from damage. This system is entirely restricted to armors, weapons and tools do not apply here nor do the separate weight mechanics of the bundles and shulkers.
In terms of how the weight system for armors works at its core, each armor category (based on base material) is assigned a weight class. Currently, leather-based armor are Light armor, Iron and Gold are Medium armors, and Diamond is Heavy. Within each weight class, there are internal weight values assigned to each different piece. Those weight values are scaled by armor type, so a helmet would be lighter than a chestplate. This means that we can have a flexible system that allows players to potentially equip pieces of armor from other weight classes while still maintaining their desired weight class.
Attributes
Attributes have always been the bread and butter of choosing your kit, and continue to still be. Back in September, Tyrriel elaborated on a couple new additions to Attributes, Magic Resistance and Magic Vulnerability. Since then, we have completely rewritten how we do our custom attributes and have also modified magic protection into a singular Attribute, Warding. Having the two previously mentioned attributes was inconsistent with how other attributes worked, and a core philosophy for this rework was to remain consistent to make the systems easier for players to understand, and easier for developers to maintain/balance. Therefore, we created Warding, the magic-equivalent to the Armor attribute. Alongside Warding, we have also implemented Evasion, which is the magic-equivalent to Dodge or Deflect.
Following along with the magical attributes, we had also implemented offensive magical attributes for our magical weapons such as wands. These two attributes are Magic Power and Cast Speed. Magic Power determines how effective your spells will be, the higher the magic power, the more effective your spells are. For Cast Speed, the higher your cast speed, the longer it will take to cast a spell.
For ranged weapons, Projectile Damage and Projectile Speed were configured to be custom in-house attributes. This means that we now apply flat damage values to our projectiles just like with magic and melee, and the speed attribute simply defines how fast and how far the projectile will go.
For melee weapons, Critical Chance and Critical Multiplier were added. Atlas has not had vanilla critical hits for a long time now, but we believed that we should still implement a form of critical hits. Melee weapons will now have a percentage chance to trigger a critical hit on a full swing of a weapon. This will then increase the outgoing damage by the critical multiplier, having the potential to dish out a large amount of damage on a single hit.
Finally, all old attribute values were scrapped and completely rewritten for all of our alloys and hides. This means that while you may potentially see some resemblance of the old attributes, most alloys and hides will have a new identity to them. The current values are still subject to change, as we have not done any in-depth testing with the new attributes and the potential kits that could come from them.
Smeltery and Tannery
Smeltery and Tannery are some of the most important systems to Atlas, and are a large part of what makes Atlas unique. These systems have now been rewritten and improved, with one of those improvements being the incorporation of magic-based weapons. The two magic weapons that have been officially added are the Wand, which most of you are already aware of, and the Staff. The wand is meant to be a quicker-casting but weaker option than the staff, while the staff is more powerful but has longer cast times. Both of these weapons will also be affected by the new attribute rework, and will have alloy-equivalent versions with their own unique attributes.
Fletchery
As spoken about during the previous State of the Server, Fletchery was discontinued and removed from Atlas. Vanilla bow mechanics in Minecraft made it very difficult to achieve with Fletchery what we had achieved with Smeltery and Tannery.
That being said, we still believed that we needed to add more depth to bows/crossbows and the ranged portion of the combat triangle in general. In order to achieve this, we implemented Quivers. Quivers are custom bundles with 5 slots that can only hold arrows. Quivers will be an off-hand item that when a bow/crossbow is held in the main hand, will turn into the first stack of arrows in the quiver. Players can then left-click to swap through the arrows in the bundle to fire off their desired arrow. This gives the potential to be carrying several different types of arrows for various different situations, and also helps manage space in your inventory for archers. Alongside this change, tipped arrows will be more accessible.
Keep in mind, the quiver has its own individual limit of 3 quivers before exponentially and severely decreasing the player speed.
Potions
In an attempt to move away from the vanilla potion meta in Minecraft, we had previously implemented debuffs to certain potions in order to make them less viable. This is no longer the case, and with the new additions to the other portions of the triangle, potions will work just like vanilla. In fact, there is now a new custom bundle item called the Alchemy Pouch that allows you to carry up to 9 potions at once within it. If you hold this pouch in your hand and right click, it will take the first potion in that bundle and throw it as if you were normally throwing a splash potion, while then applying a slight cooldown to prevent instant-pot-spam. This will allow melee players that don’t want to rely on magic or avoiding damage to immediately heal/buff themselves with potions, or even promote the use of offensive potions and players bringing potions to attack someone else.
Keep in mind, the alchemy pouch has its own individual limit of 3 pouches before exponentially and severely decreasing the player speed.
Enchants
We have also implemented a vast amount of unique enchants. There are now custom enchants for every weapon, armor, and shields that we have. The goal of enchants is to have a vast amount of choices available to players that allow them to expand further into specific playstyles that they desire. An example of this is the enchant, Cleric’s Blessing, an enchant that boosts outgoing buffs from wands/staffs. Players that want to be more support-oriented would be more likely to pick up this enchant.
Cooking
Cooking was recently revamped to allow for the implementation of the system into combat. What this means is that cooking will allow you to create custom foods that provide short-term combat buffs, resulting in more versatility and variability in your kit. Ideally, players would bring several various food items for various different scenarios.
More information on Cooking will come at a later date.
Unique Mobs
For a refresher on how we are going about PvE, please refer to our previous devlog on Mobs.
The largest change that was not mentioned in that devlog was the removal of tick delay with damage received from mobs. Before, if you were damaged by a mob, you would have a slight window of invulnerability to give you time to react to the mob. We have removed this window of invulnerability for PvE, resulting in mobs having the ability to swarm you and overwhelm you. This will increase the difficulty in PvE, and will allow for us to create more interesting PvE content than we previously had.
Tridents
I know this is slightly out of place, but tridents have been so drastically changed that it warrants them having their own section. When trying to piece together the entire combat system from scratch, finding an identity for tridents amongst the very restricted functionality of vanilla combined with our custom systems was proving to be an incredibly difficult challenge. As a result, we decided to change the philosophy behind how tridents will be used. As you may be aware, tridents have the ability to be thrown. We decided to build on this mechanic, and morph tridents into a support-oriented weapon. Tridents will not only be able to deal melee damage, but they will also be able to provide support area-of-effect buffs to allies, or area-of-effect debuffs to enemies, based on their enchants. Certain enchants will have a chance to produce an area-of-effect cloud based on the nature of the enchant at the location the trident lands when thrown. This allows support-oriented players in team fights to provide support to their allies in a way that is not magic nor the standard ranged weapon (bow/crossbow). Tridents will also have a similar effect to loyalty by default without actually having the enchant. This means that when thrown, the trident will automatically return from where it had landed after a brief period of time.