Angband 4.2.1

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  • lea2501
    Apprentice
    • Dec 2019
    • 61

    Originally posted by Egavactip
    It is really bad design to have two different things use the same term to describe them. If +3 Speed and +1 Movement Speed are truly different, then one should be renamed, such as +1 Movement Bonus. Although it seems from the above that it should actually be called +10 Movement Bonus.
    I think that its okay to name it with "speed" and "movement speed" etc, but i think we surely need a official guide to speed with detailed effects, and differences between them, how different speeds interact between them, etc, so a novice player like me can go for reference.

    Comment

    • DavidMedley
      Veteran
      • Oct 2019
      • 1004

      Originally posted by Sphara
      As far as I understand it:
      If you have +3 Speed and +1 movement speed, your speed is +13 WHEN YOU ARE WALKING. As long as you do ANY OTHER action (attack, eat, zap a wand), your speed is +3.

      People who know the code, please correct me if I happen to be wrong.
      You are close, but speeds do not add like you suggest; they multiply. In your example it should be 1.3x general speed but effectively 2.6x speed for walking (aka +16 or so, not +13).
      Please like my indie game company on Facebook! https://www.facebook.com/RatherFunGames

      Comment

      • whartung
        Adept
        • May 2020
        • 101

        Originally posted by wobbly
        Speed is the energy regained in a game tick. If it's +0 you gain 10 energy/tick, +3 you gain 13 energy/tick, -10 it's 5 energy/tick.
        So, is that how the game works?

        It simply adds "energy" to every entity that's active. Then, for that tick, it gives an action to anyone with more than 10 energy, and then deducts 10 energy. It repeatedly does this until no one active is over 10, then it fires another tick?

        Code:
            // run tick
            // add energy
            for e in active_entities
                e.energy = e.energy + e.speed;
                if e.energy > 10 then acting_entities.add(e);
            end for
        
            // consume energy
            while not acting_entities.empty
                for e in acting_entities
                    if e.energy > 10 then
                        action(e);
                        e.energy = e.energy - 10;
                        if e.energy < 10 then active_entities.remove(e);
                    end if
                end for
            end while

        Comment

        • Nick
          Vanilla maintainer
          • Apr 2007
          • 9637

          Originally posted by wobbly
          Speed is the energy regained in a game tick. If it's +0 you gain 10 energy/tick, +3 you gain 13 energy/tick, -10 it's 5 energy/tick.
          This is essentially correct, but possibly not clear. To be absolutely precise, the player's speed as presented is an index into this table (where the 10 line consists of speeds +10 to +19, etc):
          Code:
          	/* -100 */     1,  1,  1,  1,  1,  1,  1,  1,  1,  1,
          	/*  -90 */     1,  1,  1,  1,  1,  1,  1,  1,  1,  1,
          	/*  -80 */     1,  1,  1,  1,  1,  1,  1,  1,  1,  1,
          	/*  -70 */     1,  1,  1,  1,  1,  1,  1,  1,  1,  1,
          	/*  -60 */     1,  1,  1,  1,  1,  1,  1,  1,  1,  1,
          	/*  -50 */     1,  1,  1,  1,  1,  1,  1,  1,  1,  1,
          	/*  -50 */     1,  1,  1,  1,  1,  1,  1,  1,  1,  1,
          	/*  -40 */     2,  2,  2,  2,  2,  2,  2,  2,  2,  2,
          	/*  -30 */     2,  2,  2,  2,  2,  2,  2,  3,  3,  3,
          	/*  -20 */     3,  3,  3,  3,  3,  4,  4,  4,  4,  4,
          	/*  -10 */     5,  5,  5,  5,  6,  6,  7,  7,  8,  9,
          	/*    0 */    10, 11, 12, 13, 14, 15, 16, 17, 18, 19,
          	/*  +10 */    20, 21, 22, 23, 24, 25, 26, 27, 28, 29,
          	/*  +20 */    30, 31, 32, 33, 34, 35, 36, 36, 37, 37,
          	/*  +30 */    38, 38, 39, 39, 40, 40, 40, 41, 41, 41,
          	/*  +40 */    42, 42, 42, 43, 43, 43, 44, 44, 44, 44,
          	/*  +50 */    45, 45, 45, 45, 45, 46, 46, 46, 46, 46,
          	/*  +60 */    47, 47, 47, 47, 47, 48, 48, 48, 48, 48,
          	/*  +70 */    49, 49, 49, 49, 49, 49, 49, 49, 49, 49,
          	/*  +80 */    49, 49, 49, 49, 49, 49, 49, 49, 49, 49,
          So each game tick the player accumulates the amount of energy indicated - at 0 speed 10, at +3 speed 13, at -10 speed 5, and so on. Once the player's energy reaches 100, they get a turn - so that takes 10 ticks at normal speed, 8 ticks at +3 speed (8x13=104), 20 ticks at -10 speed.

          Originally posted by wobbly
          Move speed reduces the energy cost of moving. A normal action takes 100 energy. At +1 move it costs 50 energy (only movement not other actions), +shots on a bow work the same.
          This is exactly correct. Note that the player still needs to get to 100 energy before they get to act. So if a player with +1 Moves and normal speed is walking, each step will only cost 50 energy, so they'll be back at 100 and able to move again in only 5 ticks.

          Also on what we call this - it's been traditional in Angband for a while to call extra blows "attack speed" and extra shots "shooting speed", which is why I went with "movement speed" for extra moves. Maybe it would be better to just use extra * for all these.
          One for the Dark Lord on his dark throne
          In the Land of Mordor where the Shadows lie.

          Comment

          • bughunter
            Adept
            • Nov 2019
            • 141

            Originally posted by Nick
            This is exactly correct. Note that the player still needs to get to 100 energy before they get to act. So if a player with +1 Moves and normal speed is walking, each step will only cost 50 energy, so they'll be back at 100 and able to move again in only 5 ticks.
            So, then with +2 Movement Speed, for example, each step will only cost 33 energy?

            As in, cost = 100/(1+sum_of_movement_speed_bonuses) ?

            Comment

            • Nick
              Vanilla maintainer
              • Apr 2007
              • 9637

              Originally posted by bughunter
              So, then with +2 Movement Speed, for example, each step will only cost 33 energy?

              As in, cost = 100/(1+sum_of_movement_speed_bonuses) ?
              Yes, that's right.
              One for the Dark Lord on his dark throne
              In the Land of Mordor where the Shadows lie.

              Comment

              • Sideways
                Knight
                • Nov 2008
                • 896

                Originally posted by Egavactip
                It is really bad design to have two different things use the same term to describe them. If +3 Speed and +1 Movement Speed are truly different, then one should be renamed, such as +1 Movement Bonus. Although it seems from the above that it should actually be called +10 Movement Bonus.
                While movement speed is completely unlike speed, it's extremely similar to shooting speed, which also uses the word speed. (I'm not saying it isn't potentially confusing terminology - clearly it is, since people are being confused by it - but the ideal solution would be to more clearly communicate what it does.)

                "+10 movement speed" is wrong in that +moves cannot be translated to +speed that way, but right in that it would be equivalent to +10 shooting speed, which in current V is +1 extra shot
                The Complainer worries about the lack of activity here these days.

                Comment

                • Pete Mack
                  Prophet
                  • Apr 2007
                  • 6883

                  With +3 speed and fast walk, your walking speed is increased by 2×, not by +10: i.e it becomes+16. In general, fast actions take 1/2 normal energy, be it walking, shooting, or casting. Note that Fast walk with +1 extra shot or fast cast guarantees full pillardance capability against same-speed monsters.

                  Comment

                  • Egavactip
                    Swordsman
                    • Mar 2012
                    • 442

                    Originally posted by Sideways
                    While movement speed is completely unlike speed, it's extremely similar to shooting speed, which also uses the word speed. (I'm not saying it isn't potentially confusing terminology - clearly it is, since people are being confused by it - but the ideal solution would be to more clearly communicate what it does.)

                    "+10 movement speed" is wrong in that +moves cannot be translated to +speed that way, but right in that it would be equivalent to +10 shooting speed, which in current V is +1 extra shot
                    I'd prefer shooting rate over shooting speed but at least shooting speed occurs in the clear context of missile weapons, whereas movement speed and speed both involve character movement through the dungeon, it seems. Very confusing.

                    Comment

                    • Sphara
                      Knight
                      • Oct 2016
                      • 504

                      Is this known or been fixed already?

                      Fighting Beorn with an axe Beorn dropped.
                      Attached Files

                      Comment

                      • lea2501
                        Apprentice
                        • Dec 2019
                        • 61

                        Originally posted by Sphara
                        Is this known or been fixed already?

                        Fighting Beorn with an axe Beorn dropped.
                        How are you playing with those mini windows embebbed in the main window with no borders?

                        Comment

                        • Sphara
                          Knight
                          • Oct 2016
                          • 504

                          I don't know. I'm playing on angband.live and with my subwindow settings, this is how it looks like. No borderlines

                          Settings:
                          right cols 40
                          right split 10
                          top rows 0
                          bottom rows 10

                          term1 - monsters
                          term2 - items
                          term3 - messages

                          Comment

                          • DavidMedley
                            Veteran
                            • Oct 2019
                            • 1004

                            I think a good point has been made here... What we're calling moves +1 should be moves +10 to stay consistent. This also opens up more gradations of movement speed, which I think is very good also.

                            On topic but a much bigger project: really fast moving stuff like birds should use +moves instead of +speed. Slow stuff like Colossi -moves. Their attacks would have to be adjusted. Then AC could have a built in bonus or penalty to ranged combat only based on moves. Thanks for coming to my Ted Talk.
                            Please like my indie game company on Facebook! https://www.facebook.com/RatherFunGames

                            Comment

                            • Pete Mack
                              Prophet
                              • Apr 2007
                              • 6883

                              @David:
                              No! And again no! Fast movement and the like are NOT equivalent to +10 speed, and it is misleading to show them as such. The issue is that the archery description is broken. What is shown as +1 shot should be +0.1 shot, though its raw pval display can remain as +1.

                              Comment

                              • Pete Mack
                                Prophet
                                • Apr 2007
                                • 6883

                                Here is an alternative, if you don't like the +1 display. Show fast action as a multiplier, so +1 movement and fast cast (and + 10 shot) are shown as x2. But whatever you do, don't follow the existing +shots model, which shows an misleading number that appears commensurate with speed but means something completely different

                                Comment

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