|c||MirageGM||13m||The original cryptid.|
|j||Johnny||28m||New Code Written Nightly. Not a GM.|
|And 8 more hiding and/or disguised|
However, with any code change like this, there could be bugs, so if you encounter any in the near future please xhelp and let me know. If someone does encounter a bug during combat for flee, please handle it ICly if possible, but xhelp for a GM if you need it.
1. Code refactoring continues
2. Previously we were enforcing a randomized penalty on people trying to flee. This penalty was the same no matter your stats/skills. This has been updated to be a percentage penalty. The upwards bound of the penalty (the max you could get) is roughly the same, but for those with lower stats and skills, the penalty is less. That is to say, the penalty is now proportionate to your stats, meaning that if you get a 5% penalty to your rolls for the flee, that penalty is based on your total roll and is no longer just a flat amount subtracted. This is much more balanced across the board. Newbies shouldn't get the short end of the stick.
3. Luck. Luck was playing a big factor in fleeing for some people, and not costing very much. The cost of using your luck to flee has been increased. If you're a lucky person you'll probably still be able to flee one or two times even without any combat skills, but you won't be able to do it over and over and over and over. Remember you can toggle luck on and off with @Luck. Luck is a pool and you can most definitely run out.
More updates to come.