Thanks for this work! Since ranged is still broken, trying a warrior. The difficulty level seems about right at the beginning. 1st level dwarven warrior cannot just wade in and go toe to toe at low levels. Warrior has to be somewhat careful, which is good. Died to Fang, who was right below stairs down to DL1 (iron man game)... as it should be. However, by character level 5, warrior seems to smoke anything from lvls 1-5 without effort. Going to try and get a little deeper and stress out the new combat system a bit more.
Thanks again! Game feels great, and with Shockbolt's new graphics, it has a completely different mood.
New version of v4
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Oooh, thanks for the tip-off - one of the buildslaves has fallen out with mingw, so the Windows build failed. We ought to try and programme it to try a different buildslave when that happens. Anyway, I've forced a rebuild which seems to have worked, try this link.Leave a comment:
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I describe the problem in this post. In short, the order of operations is wrong -- you divide by 100 before applying multipliers instead of after, causing damage to be 1 in almost any non-crit situation.Leave a comment:
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Looking forward to trying this out.
Do you expect a Windows build soon?
Regards,
JonathanLeave a comment:
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No worries, we've all been pretty busy with RL (or WoW, in my case). You haven't missed any momentous development discussions!Correct. I'm convinced that we should use the same system, but I think the calculation of shots and damage need to be a bit different than for melee. For example, prowess should feature in the number of shots calc, which it does not in the calc for melee blows. So we need a new parallel calc_shots fn, though we can possibly re-use the melee calc_multiplier fn, I'm not sure about that. I'm happy to use the same crit fn for the time being - I think it ought to be slightly amended for melee so that fin > prow (because prow crits will be much better because of the bigger dice), so happy to adjust it later.I assume the holdup here is on deciding what the right numbers are, not in porting over missile combat to use the same system as melee, right?
The main issue is deciding what balance and heft (draw) to give to each launcher, and doing a quick spreadsheet to check for sane numbers.Sorry, no - either I missed it, or just forgot about it. Was it a *10 somewhere?Also, did you implement the simple fix to make missile weapons deal more than 1 damage/hit?Yes. Slays got temporarily very powerful at that point, because they were multiplying total damage (after the prowess mult). Now they're actually weaker than they were under the old combat system, but hopefully not too much so. It's very hard to tell, so we'll have to get quite a bit of testing.I assume the "before" referred to here is for the previous version of v4, right after the new combat system was added, right?That's unfortunately a lot harder than it sounds, because the same fn enchants armour in 1/10th the amounts. If we don't mind enchant armour adding two points of AC each time, it's easy enough to go to 2d5.I'd recommend 2d6 or 3d4 instead, to reduce the odds of getting a terrible enchant. But I'm generally not a big fan of 1dX dice rolls.It's not very different at all - I kept your chance calc and your while loop (sans cap), and merely added 1dX (where X is o_ptr->ds) for each power level. The main achievement was making the fn deal with AVERAGE and MAXIMISE etc., which is all irrelevant for actual combat.I'll have to take a look at the new crit algorithm; I'm curious how it works.Leave a comment:
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For my part, I apologize for dropping off the face of the earth for the past month or so. I can't guarantee that I'll be much more active in the future, but I'll try.
I assume the holdup here is on deciding what the right numbers are, not in porting over missile combat to use the same system as melee, right? Also, did you implement the simple fix to make missile weapons deal more than 1 damage/hit?I'm afraid missile combat is still broken. Now that the rest of this stuff is working, it's the top priority, but given how much development has slowed down recently, I thought it would be worth getting this version out rather than holding it all up while fizzix and I argue about spreadsheets.
I assume the "before" referred to here is for the previous version of v4, right after the new combat system was added, right?slays and brands are significantly less powerful than they were before - typically they add ~50% damage rather than 200%.
I'd recommend 2d6 or 3d4 instead, to reduce the odds of getting a terrible enchant. But I'm generally not a big fan of 1dX dice rolls.- Enchant weapon scrolls have been renamed, and now add 1d10 points of finesse or prowess if they work (limit 200 instead of 20)
I'll have to take a look at the new crit algorithm; I'm curious how it works.Leave a comment:
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New version of v4
So, humbled by the speed with which Derakon implemented his combat changes, here is the "better late than never" update to v4, which addresses most of the issues that they created. It's version b6e5231, available from the usual place.
I say most, because I'm afraid missile combat is still broken. Now that the rest of this stuff is working, it's the top priority, but given how much development has slowed down recently, I thought it would be worth getting this version out rather than holding it all up while fizzix and I argue about spreadsheets.
So, what's changed:
- Slays and brands are now pvals. This is a big change, with lots of little consequences:
- MAX_PVALS is now 15
- only one pval (the highest) is shown after the object's name - 'I'nspect it to see the others (or use the character sheet to check stats)
- slays and brands are significantly less powerful than they were before - typically they add ~50% damage rather than 200%.
- random slays and brands (on ego items and randarts) now stack with repeated applications (+195% is the highest I have seen on randarts during testing)
- Critical hits now add one extra damage die per level of critical, so they are much less powerful than they were before - but they are now uncapped, so you could end up with a lot of extra dice.
- Hafted weapons will no longer get the BLESSED flag (it's pointless in its current form)
- Randart generation should now be a bit quicker
- Enchant weapon scrolls have been renamed, and now add 1d10 points of finesse or prowess if they work (limit 200 instead of 20)
There's quite a lot of change under the hood, but that's the basics in a nutshell. I could have introduced a number of buglets, especially around learning about object flags or monster flags, so please report any anomalies.
There are also likely to be balance issues remaining from the combat changes - but we can work on these properly (for melee) now that slays and criticals are updated. All views appreciated.
I hope we'll fix missile combat any month now.Tags: None
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