The first equation is what's currently in. Right now the monster gets a point of evasion for every 2 distance squares away. Perhaps that is not enough of a penalty?
Review of new combat system
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Hard to say. That should probably be determined in playtesting.
Fay 1.1 shows to-hit percentage in monster status line when targeting or looking at the monster. As a player, I had no idea about the effect of range until this feature was in -- I probably often tried to shoot at monsters even when to-hit chance was below 5%. I'd like to see something similar in Vanilla. (Unless you have a philosophy of keeping the exact information hidden from the player, which is fine by me.)Comment
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It can certainly be there. Right now the monster screen is a huge glut of information, mainly because we attempt to right everything in sentences. I think streamlining this is a good idea for both v4 and Vanilla.Hard to say. That should probably be determined in playtesting.
Fay 1.1 shows to-hit percentage in monster status line when targeting or looking at the monster. As a player, I had no idea about the effect of range until this feature was in -- I probably often tried to shoot at monsters even when to-hit chance was below 5%. I'd like to see something similar in Vanilla. (Unless you have a philosophy of keeping the exact information hidden from the player, which is fine by me.)Comment
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Mikko referenced this info (archery to-hit %) being in the status line. That's where the monster HP is shown, right? That's a good spot for it if it's going to change every time either the player or the monster moves. Stuffing such rapidly changing info in the monster recall screen is kinda pointless.www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
My banding life on Buzzkill's ladder.Comment
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Ah, now this is excellent:
1. We've been here before. Quite some time ago Derakon posted a mocked-up image of how a leaner but more informative monster recall could look.
2. Derakon joined the devteam to do the finesse/prowess combat changes.
3. Derakon's combat changes are in and now require other, tardier members of the devteam to do stuff (sorry). So Derakon is looking for something new to work on in the meantime ...
;-) ;-) ;-)"Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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Heh - only one of us is hailed as a Prophet on these boards ;-)No worries. I think I will need your help with the 'I'spect screen to incorporate the finesse/prowess and EvAbs changes, so the more you grok the textblock display code, the better! I am thinking it really needs to be split into two screens - one for naked combat info (hit change, damage including slays/brands, and whatever critical info we want to include) and one for anything else (stat mods, resists, etc.). Not quite sure how to do this yet.(More seriously, we'll see how much hacking time I have)"Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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I don't think you realise the full horror of your situation. You have been taken to the Pits of Angband (v4), where you will now write code as a thrall until you die of exhaustion. If you should escape, don't expect any sympathy from the forums. You have been the captive of Magnate (seriously - how could Morgoth think he would get away with such a similar name?), and acting only as his agent.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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