OgreEQ1 Testing Feedback
Posted: 11 Mar 2015, 13:46
Posting this here at Kannkor's request. What I mean by that, is Kannkor has requested that I post my thoughts here instead of IRC, so that he can more easily ignore me
Feature Requests:
Bugs:
Feature Requests:
Many of these are already in-progress as per revision history, just listing them anyways.Remove line of sight requirement on heals.
Combat Movement (including joust-in/joust-out)
AE flag for abilities in cast stack (same as exists for heals, could even give a #mobs option for all CAs, and just have it default to 1)
Bard CAs (also, if you disable cast stack, bard won't attack or assist at all. have not yet tested with other classes)
Threat level filter in cast stack (if threat level > X%, do not cast nukeZ)
Handling of "The spell would not take hold", currently it'll just recast the buff over and over.
Automatically rebuff if someone dies (currently only re-casts buffs after they would have originally worn off, based on spell duration)
Item Clicky Support
Threat level encounter view (ogreeq2 has a way to view all engaged mobs and who they are targeting, something like that)
Option to flag whether upgraded abilities automatically replace older ones, or option for all abilities to show in ability list in cast stack.
Dismiss Upgrade Messages
Additional MCP Commands (change_campspot_x2/x3, multi-raw_command, full rebuff, etc)
Cures
Force ability type (in case it is miscategorized, we could force something to be used as a heal/buff/etc in cast stack - currently I guess we can just edit the ability file?)
Rezzes
Crowd Control Support
Option to disable broadcast
Bugs:
OgreEQ1 will not attack NPC pets, pretends that toon is out of combat.
Non-targeted AEs get skipped over in cast stack. Tested with earthquake (cleric) and word of spirit (SK). Targeted AEs work fine.