Firstly, I have been playing around with Mark's PR stuff and I am very impressed. Everyones fears about balance are really misfounded, it is actually harder to begin with (you need two items just to get what would usually take 1). I agree weapon_magic shouldn't be there but other than that I see no problems. It is really good for Vuns of characters as now we can make characters start off with say -20 vun instead of -100 thus being a minor annoyance but little more. With this power balancing the gods should be alot simpler, thanks alot Mark, Great job. I have greatly appreciated everyones comments on my proposals for the general speed and weapon code. I have come up with a few ideas that might make you feel abit better. Firstly, with multiple weapons, I have enlisted the help of my brother (hopefully) and we aim to change the whole attack code, so that a player can attack with more than one weapon seperately, at the same time =). What this means is as Mark suggested, you have a dagger and an axe, the dagger will hit fast, will the axe will only hit slowly. What this will allow us to do is completely prevent the whole averaging and adding rubbish that I thought I would have to do. Hopefully, we can do things like give the Q a permenent extra weapon, "Tail Whip" that constantly attacks and is permanently on when a Q fights. This also could be employed for some special attack skills, fire touch, karate, punching. Considering Kicking is different to Fire touch, a Fire born that knows Karate (I know that sounds stupid =) will attack with that and firetouch at the same time... What do you think? This will also apply to attack_types, thus preventing getting two weapons and creating a massively powerful combo. Also, the option may come that a player could wield two shields. Crazy as this may sound, it may turn out to be fine, or a massive spot for abuse (two good shields in combo might create some unforeseen unbalances), should I ignore this possibility and write pure code, then balance any items which may abuse the system. Or do I create a block so only one shield can ever be equiped? On the speed stuff, Mark is absolutely right, you can't really give speed in metres per second. My main issue was with weapon speed anyway, and that was with the numbers used (0 to 20) or whatever. I think it should be from 0 to 100 (or greater) which is % of the max speed you fight with your hands. Really I couldn't care what the units are, but the current system for designating weapon speed is very limited. I would like to know how the weapon speed actually affects the final speed, I can't seem to find to code that handles it =|. My feeling is that the weapon should affect the speed of the weapon only by the Dex, Str and level of the player. It should not be a matter of maximum speed because I think that is too restrictive (A player who has extremely good weapon skills will still only be able to swing a certain weapon as fast as a player of a much lower skill and str as long as they are both at max). For the unlimited quivers, I wouldn't mind that at all. My thoughts would be you would want the quiver to act as the arrow, and everytime it is fired it replicates in your inventory (Although the player wont see this). Then you could try and define how fast a player can fire out these magical arrows by setting a cooldown period on the quiver (arrow). So the player will still be limited by the fact that while the arrows are infinite, they can't be fired as fast as normal arrows... if of course the quiver had a magic value of say +5 I would think it would fire alot faster. I leave this project open to anyone, but I think it would greatly improve the 'FUN' rating of archery no end. Crossfire is one of the few games that actually keeps track of arrows, I personally think that detracts from archery (even if it is much more realistic). Adding this quiver as a normal item that is rare, and giving a special one in some quest would be appropriate I think. dnh (AKA Darth_bob) ps. Isn't this very exciting, I think crossfire is really moving now. I would say we are well on our way to version 1, which I dare say is even more exciting. Soon, we are going to have several projects all being 'beta' tested throughout the community... PR, gods rebalance, multiple handed weapons and Andreas' (red_blaze's) maps and savebeds stuff. My thanks to Pete and Mark especially for their massive amounts of work, and to Jay and his new god intervention code. Thanks also to anyone else who has been helping of late (MichToen and Andreas) I am really excited by this progress.