We have been wanting to change the fight run mechanics for quite some time, and recently had time to simplify how it works. Before these changes, the fight run mechanic was needlessly complicated and allowed you to run away essentially every time. Iif the run attempt was unsuccessful, you could just try again without consequence, so with enough patience in spamming run, at some point you'd run away and suffer no ill consequence of hitting it a bunch of times.

We just pushed up a change to the fight run mechanic in that you have a random 1 in 4 chance to successfully run. If your run attempt fails, you take half the incoming damage or at least one damage from the enemy. This means that you can take damage from running away and could possibly die.

Before this change, the Mage Teleport spell was a spell few used; it would always take you out of battle, but running was free, would accomplish the same thing. We believe the update to run will give players more reason to choose Mage, and to buff Mage a bit further, Teleport now costs 3 MP (down from 4) and Healing now costs 7 MP (down from 8).

As always we look forward to your input and would love to hear what you think in the comments.

Azurephile   Super Member wrote on 04/19/2020 at 07:45pm
jdodson   Admin   Post Author wrote on 04/19/2020 at 08:55pm

HA, thanks Greg!

AdamPFarnsworth wrote on 04/19/2020 at 09:03pm

I think this is a great mechanic! I've recently been playing FF3, and I love the run away animation. That's how I'm going to imagine running away in Wyvern now!

Azurephile   Super Member wrote on 04/20/2020 at 05:54am

Wow! I just realized you attached this video! heart

Also laughing at you guys looking like gang members with your faces covered.

jaelte wrote on 04/21/2020 at 05:54am

Looks like Run had been working more-or-less how I thought it did *and* what I encountered was not a bug, but a change. Thanks for pointing me to this!
Also, folks weren't playing Mage? It's always felt like the strongest to me due the sheer number of battles I win due to being able to use a single Magic Missile. I almost always start Mage and switch to Rogue late so I can blast the Wyvern from the shadows. I never use Teleport or Healing, though, so it's nice that those may get to be decent options now.

Azurephile   Super Member wrote on 04/21/2020 at 06:56am

Yeah, sorry we kind of buried this update. Maybe it would help if we had something in the news section to let us know of changes like this.

Wow people play as a Mage? I always felt like the Rogue was the best, because a wyvern can't hit what it cannot see. As soon as I learned about Invisibility, I never went back to another class. laughing

jaelte wrote on 04/21/2020 at 07:38pm

I like the Disappear ability specifically for Wyvern and now Fish fights, but I died so... many... times in the forest as a Rogue and that was when running away was essentially free. There aren't nearly enough uses of Disappear to use for every Angry Rich Boss or Xenomorph in a given day.

Azurephile   Super Member wrote on 04/21/2020 at 10:14pm

I haven't had much trouble in the forest, very rarely I have. https://youtu.be/nYSDC3cHoZs

jdodson   Admin   Post Author wrote on 04/22/2020 at 03:20am

One feature Travis and I are working on now is how to let people know in Wyvern about updates and changes to the game... in the game. Folks don't read Cheerful Ghost daily, but for folks that do play the game daily why not just alert you in game? So yeah, we're sorting that out now as something we'd like before we release 1.0 among a few other things.

Azurephile   Super Member wrote on 04/22/2020 at 04:29am

Yeah, I thought about that most recently. Perhaps if we had a town crier or some way a CG post about the game could find it's way into the daily news of the game. Perhaps it could stay there for a period of time to give players enough time to be aware of it.

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