My variant development journal

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  • CJNyfalt
    replied
    Since I'm not going to touch the AI routines at this time, it seems from the responses that setting the limit high is better than low. I'm probably going to choose 80%, since once I make resistance additive it would add in steps of 20%, and a limit of 60% seems too low.

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  • zaimoni
    replied
    Originally posted by CJNyfalt
    I'm working on changing places in the code that checks for resist true/false to using numerical resist values.

    In most cases it's clear what to do, but I'm not sure about AI part.
    At what value should a monster start to consider it non-productive to use that kind of attacks against a player. 50% resist? 67% resist? 75% resist?
    Check out Zaiband's handling of this (both resisted damage, and player saving throw in cheating mode).

    It is usually productive to use breath weapons/spells that either damage inventory, or have a noticeable chance of immediately killing @ , regardless of resistance or lack thereof. (of course, having the AMHD always choose the breath weapon that kills you immediately in AI cheat mode is a problem -- but then again, Zaiband's attitude is to remove that "I shouldn't have survived that" experience....)

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  • buzzkill
    replied
    Originally posted by CJNyfalt
    At what value should a monster start to consider it non-productive to use that kind of attacks against a player. 50% resist? 67% resist? 75% resist?
    What Nick said, assuming they a a better/more effective or untried attack. I'd also like to see intelligent monsters that have no effective attacks simply flee, and not recover their courage.

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  • Nick
    replied
    Originally posted by CJNyfalt
    At what value should a monster start to consider it non-productive to use that kind of attacks against a player. 50% resist? 67% resist? 75% resist?
    In FA, monster behaviour changes at 0%, 20%, 80% and 100% resistance.

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  • andrewdoull
    replied
    Originally posted by PaulBlay
    Do monsters 'learn' resistances, or do they automatically know all of them?
    They learn them.

    Chris - I'd always let a monster 'bother' attacking a player using a resisted attack some of the time. It's not important that every monster act perfectly intelligently - you want resists to be useful after all.

    There's also the exploit where a player could allow a resist to be learned, then switch to their 'hit monster really hard' kit, and take advantage of the fact the monster won't use learned resistances.

    Andrew

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  • Pete Mack
    replied
    They learn, unless you enable smart_cheat.

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  • PaulBlay
    replied
    Originally posted by CJNyfalt
    At what value should a monster start to consider it non-productive to use that kind of attacks against a player. 50% resist? 67% resist? 75% resist?
    Do monsters 'learn' resistances, or do they automatically know all of them?

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  • CJNyfalt
    replied
    I'm working on changing places in the code that checks for resist true/false to using numerical resist values.

    In most cases it's clear what to do, but I'm not sure about AI part.
    At what value should a monster start to consider it non-productive to use that kind of attacks against a player. 50% resist? 67% resist? 75% resist?

    Leave a comment:


  • CJNyfalt
    replied
    Started to look at how I should make shard resist depend on AC.
    Looking a the ladder it seemed to me that winner AC, in Sang which this variant is based on, varies from just over 100 to just over 200.

    So I'm considering a scaling that 2 AC would give 1% shard resist. This would mean that 200 AC would give shard immunity and 134 AC would correspond to shard resist. Does this sound reasonable?

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  • CJNyfalt
    replied
    Well, I haven't got much done lately, I just managed to finish what I already had decided to do with resistances.

    So, I have new style resistances: Fire, Cold, Lite, Dark, Arcane

    And left-over old style: Acid, Electricity, Poison, Fear, Blind, Confusion, Sound and Shard.

    Fear, Blind and Confusion will stay as they are, boolean immunities. (At least for a while.)

    Shard, I have shelved, but it will become based on AC later.

    So, the leftovers are Acid, Elec, Poison and Sound.

    Sound I will most likely convert to holy/lite, since monsters that have sound attacks fit that theme, and the lack of holy/lite attacks.

    Acid will become Nature.

    Poison and Electricity are the ones I can't make up my mind about.

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  • PaulBlay
    replied
    Originally posted by CJNyfalt
    Well, it have to be done in a way that wouldn't just be another way of annoying the player. Warning messages when the resist grows smaller and having the full resist still have a decent duration would be the right way of doing it.
    One way to avoid annoying the player is to have it so they get greater resistance right at the start than they normally would have had.

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  • CJNyfalt
    replied
    Had to redesign the resist class a bit. Putting all the resists together in one class makes the design inflexible, so it's better to have a class for just one resist, and then putting the classes together in an array.

    Originally posted by PaulBlay
    The question is, how much damage do you want PCs to take when they have a normal resist and a temporary resist?
    At least some, which means that 66% resisted from normal + 66% resisted from temporary in an additive way wouldn't work (sum > 100%).

    Also, as you've gone to the trouble of turning the resists into percentage values, I suggest that the protection from temporary resists tales off gradually, rather than being all or nothing.
    Well, it have to be done in a way that wouldn't just be another way of annoying the player. Warning messages when the resist grows smaller and having the full resist still have a decent duration would be the right way of doing it.

    You also open the way for cursed / blessed items that provide normal resist to provide somewhat less / more resistance than before.
    Yes, that's a possibility.

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  • PaulBlay
    replied
    Originally posted by CJNyfalt
    What's unclear right now is what to do with temp resists. Change the resist values accordingly or threat them as a separate special case?
    The question is, how much damage do you want PCs to take when they have a normal resist and a temporary resist?

    Also, as you've gone to the trouble of turning the resists into percentage values, I suggest that the protection from temporary resists tales off gradually, rather than being all or nothing.

    You also open the way for cursed / blessed items that provide normal resist to provide somewhat less / more resistance than before.

    Leave a comment:


  • CJNyfalt
    replied
    I decided to change the way the resists are represented ingame.

    I made a class of an array of bytes representing the main resists.
    I decided to use a separate class because I want resists to work the same way monsters and the player.

    I will represent the resists as a numerical percent value in the code, even if I will not change the way they work for the player at this point.

    It would work like this:
    resist = 100 for immune
    resist = 67 for normal resist
    damage *= (100 - resist) / 100.0

    What's unclear right now is what to do with temp resists. Change the resist values accordingly or threat them as a separate special case?

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  • CJNyfalt
    replied
    I merged Disenchant and Nexus resists into the new Arcane resist.
    I also merged Chaos resist into Fire resist.

    Next up will be merging Dark and Nether resists.

    I will also start to merge selected essences together.

    Leave a comment:

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