overlordrpg1.6.jar
Curse Maven Snippet
What's new
New
- Double chests: two identical chests of the mod placed side by side, facing the same way, merge into one large chest with 54 slots.
- This works for the elven chest, the hide chest, the bone chest, the dwarven strongbox and the Re-Estize chest.
- The double chest is drawn as one piece: a single lock in the middle, and the textures run across both halves with no seam.
- Both lids open together. Sneak to place a chest on its own.
- Breaking one half turns the other back into a single chest.
- Polished Blackstone Throne: a throne made entirely of polished blackstone, adorned with gold.
- The dwarf Thane now sits on it in dwarven holds (newly generated holds).
- Players can buy it at the guild shop for 40,000 gold coins.
- Creatures turn on the nearest attacker: a fighting creature, summons included, now attacks the nearest of those who target it or have just hit it, as long as that attacker is clearly closer than its current target and in sight.
- Your summons keep fighting a closer attacker instead of running off to your own target.
- Bosses keep their own behaviour, and civilians still flee.
Changes
- Passive stat growth now depends on your class. The invisible point you gain at each level goes to:
- magic classes (Sorcerer, Druid, Necromancer, Beast Tamer, Illusionist, Insect Tamer): MP, Mag. Atk., Mag. Def. and Resist;
- fighting classes (Berserker, Knight, Assassin, Ranger, Monk): HP, Phy. Atk. and Phy. Def.;
- every class: Special;
- the Paladin, and a character without a class: half a point in each.
- Agility still only rises with the points you place.
- Physical defense never cancels a blow any more. It still reduces physical damage, but every blow now deals at least 1 damage. It used to cancel weak blows outright, so goblins with cleavers could no longer hurt some low-level players. Only true immunities still cancel a blow, such as the Overlord's superior physical immunity.
- Dwarves chase intruders through the whole hold. Their guard post used to stop them a few blocks away; they now pursue their target anywhere in the hold and go back to their post afterwards. This makes them much more dangerous for undead, vampire and demon players.
- Wild doppelgangers fight in their borrowed form. They no longer copy the player they fight.
- The Detection spell now unmasks them: they return to their true form and cannot transform again while it lasts.
- They still reveal their true form when they die.
- Dwarven holds now use dwarven strongboxes instead of vanilla chests (treasury, forge and houses; newly generated holds).
- Wild brood spiders now appear in groups of four. Summoned brood spiders are unchanged.
Fixes
- Spells that seemed to pass through creatures: explosions and area spells measured the distance to a creature's feet, so a fireball hitting a large creature in the chest could explode without hurting it. The distance now goes to the creature's body.
- Elf city staircase: the spiral staircase in the great tree had only 2 blocks of headroom under the landing, and the passage to the terrace was 2 blocks high. There are now at least 3 blocks everywhere along the way (newly generated cities).
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