The 3.3.0 release thread
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EDIT: I see it. In ui_keymap_create from ui-options.c, these two lines need to be switched around:Code:if (kp.code == '$') { done = TRUE; continue; } kp = inkey();
Last edited by Max Stats; June 23, 2011, 18:18.If beauty is in the eye of the beholder, then why are beholders so freaking ugly?Comment
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For me, both $ and ^Enter simply get entered into the keymap when I press them. There appears to be no way to exit the editor. This is the 3.3 release candidate (v3.2.0-1056-g7f509d0-dirtybash-4.1) downloaded today.
EDIT: I see it. In ui_keymap_create from ui-options.c, these two lines need to be switched around:Code:if (kp.code == '$') { done = TRUE; continue; } kp = inkey();
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Unless this is something major I expect it should be possible to get it working for 3.3.Comment
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Well it seems quite obvious that it's increased misses that is the problem. Both from the discussion on this thread, and from your comment earlier that you scaled the damage reduction but not the to_hit.
I very much do not agree with you statement not to mess with the to_hit until the big redesign of combat. There are a lot of that going around, i.e. 'there is a big change coming for X, so there is no point in balancing X right now'. That leaves us with an unbalanced game right now, that will get big changes in a few years. But if you keep the same thought about not balancing things that will change in the foreseable future, we will never have a balanced game.Now, I don't really know the formulas involved in this particular case, but if someone points me in the right direction, or posts the formulas involved, lets see if there isn't a minor tweak we can do to improve things right now.
- current % chance to hit vs AC for player (monster ACs range from 0 to 200 and player melee skill goes up to about 700 IIRC for L50 HT warrior with max STR and super kit)
- current % chance to hit vs AC for monster (player AC goes up to ~350 and monster melee skill is set in make_attack_normal() in src/monster/melee2.c)
- comparison tables for both the above with your new algorithm(s). IMO it is highly likely you will want to split the function to use separate algorithms for player and monster melee, since the AC and skill ranges are quite different."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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Sorry not to be around - my two-year-old daughter has chickenpox, my three-month-old son has a cold, wife is going stir crazy and my boss is on holiday, so it's been a fairly hideous week. I have some work to finish tonight, but I will push a new RC tomorrow with more changes and fixes."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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I've had a really rough week and I'm in a foul mood, so I will keep my reply to this very brief. For every time I say "there's a better way to fix X properly, so there's no point tinkering with it now", I have said and done the opposite five or ten times, and in many cases taken some abuse for doing so. So when I say it, I have thought about the alternative.
But glad to hear that you often tinker. It might well be about the right ratio of tinkering vs big changes, if any balance is to be found in between :-)
I'll try to have a look at the to_hit formulas and see if I can come up with something.Comment
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[edit] Other wield slots were artifacts. I didn't mean to imply they were junky.Last edited by PowerDiver; June 25, 2011, 18:53.Comment
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