My variant development journal
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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. -
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?
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....)Leave a comment:
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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.Leave a comment:
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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.
AndrewLeave a comment:
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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:
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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?Leave a comment:
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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.Leave a comment:
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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.
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:
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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:
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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?Leave a comment:
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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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