Movement Speed?
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I am pretty sure all of these have been in the game since 2.4 (Frog-Knows). I wonder if any of the old Warwick people who might lurk on this forum could confirm?
As for the stat-drain with elemental breaths, I remember that being a thing around version 2.5.x or 2.6.x when Charles Swiger was briefly the maintainer. I think that was removed by Ben for 2.7.x. In any case, it's so rare that it is almost inconsequential. By the time you encounter such attacks you will have plenty of options for restoring stats.
I'm on my phone so I can't download and check the monster list for frog knows, but they were centainly a thing in 2.9.3 and came in bigger pack sizes. Aparently dholes almost became a thing in one of the early versions. They're around in the henglikes if anyone feels like correcting the missed opportunity.Leave a comment:
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NCountr, which version are you running? There was a change in 4.2.2 so that the side effects looked at the damage reduced by resistances; in 4.2.1 the side effects used the unadjusted damage. In 4.2.0 there was an indexing error that could mean a resistance was not correctly applied; that was fixed in 4.2.1.Leave a comment:
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As far as I can tell..
I haven't gotten very far in my research, but it seems like context->dam is not reflecting ANY resists.
E.g., when I get hit with a Cold attack by anything powerful, I automatically take inventory damage. I.e.,inven_damage(player, PROJ_COLD, MIN(context->dam * 5, 300));
Tomorrow, I'll spend some more time and have it print out what it thinks the damage value of context->dam actually is. I'm betting it's unfiltered, raw damage amounts. I don't think it is even checking for Resists, just Immunities.Leave a comment:
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These vax shots aren't worth a darn.
Bile demon is going to be breathing poison for 800, so single resisted would be 266 and double-resisted 88. The relevant side-effect code isCode:if (randint0(context->dam) > 200) { msg("The stench sickens you."); effect_simple(EF_DRAIN_STAT, source_none(), "0", STAT_CON, 0, 0, 0, 0, &context->obvious); }
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Code:if (randint0(context->dam) > 200) { msg("The stench sickens you."); effect_simple(EF_DRAIN_STAT, source_none(), "0", STAT_CON, 0, 0, 0, 0, &context->obvious); }
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The stench sickens you.
OK, here's the code for the powerful attack side-effect:Code:/* Occasional side-effects for powerful cold attacks */ if (context->power >= 80) { if (randint0(context->dam) > 500) { msg("The cold seeps into your bones."); effect_simple(EF_DRAIN_STAT, source_none(), "0", STAT_DEX, 0, 0, 0, 0, &context->obvious); }
So the other possibility is that damage isn't being adjusted correctly. I can't absolutely rule that out, but that function has been essentially unchanged for 4 years, and I would expect it would have been noticed before. I've checked where temporary resists are applied, and that also looks OK.
On the other hand, maybe your temporary resist had run out without you noticing, or maybe you had a curse giving cold vulnerability.
Has anyone else experienced this issue?Leave a comment:
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Code:/* Occasional side-effects for powerful cold attacks */ if (context->power >= 80) { if (randint0(context->dam) > 500) { msg("The cold seeps into your bones."); effect_simple(EF_DRAIN_STAT, source_none(), "0", STAT_DEX, 0, 0, 0, 0, &context->obvious); }
So the other possibility is that damage isn't being adjusted correctly. I can't absolutely rule that out, but that function has been essentially unchanged for 4 years, and I would expect it would have been noticed before. I've checked where temporary resists are applied, and that also looks OK.
On the other hand, maybe your temporary resist had run out without you noticing, or maybe you had a curse giving cold vulnerability.
Has anyone else experienced this issue?Leave a comment:
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Whatever your speed, 2 steps at +1 moves takes 1 player turn. At +2, you get 3 steps. I dont know why you find this difficult.Leave a comment:
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It's like extra shots, but for movement. +1 movement speed will mean that each step you walk will take 1/2 the energy it normally does; +2 will make that 1/3. Many game mechanics don't have explicit description of how they work, just a suggestive name and the rest is for the player to discover.
½ the energy? How much "energy" does it take to take a step normally?
For all the belly-aching about Newb Traps, how about Inexplicable Senior Moments? Where is this "energy" defined?Leave a comment:
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