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Estel's Avatar
Posts: 5,028 | Thanked: 8,613 times | Joined on Mar 2011
#96
Well, I'm still sitting on bug book 6, due to maniacally hunting for last of the bugs

Seriously though, most of issues have been fixed and now are working flawlessly - great work, sakya!. I have spotted few minor-to-medium issues:

1. Numbering of backpack and special items got somehow messed up - if item contain description 2nd line, like "restores x of endurance" or "adds y to your combat strength", that description line is counted as another item. So, we end with something like this:

Code:
Backpack items:
1. Potion of MEDPACK
    Restores 4 ENDURANCE points
3. Rope
As said, same apply for special items. Fortunately, it's only cosmetic/convenience bug, as it does *not* affect number of items that we may carry. It just makes it harder to check how many items we really have (i.e. how close we're for 8 backpack/12 special items limit), as we need to count manually.

2. Thing that is bugged since dawns of time but I always forget to write about it (sorry...) - re-equipping endurance-affecting items actually *change* percent of endurance points we have. So, if we got 33 endurance points, decide to unequip our chained mail waistcoat, and equip it again, we end up with 29/33 health points, i.e. equivalent of taking 4 points damage.

3. You're gonna hate me for saying it, but tournament still doesn't work 100% as it should :P Following our recent brainstorm, you've removed combat skill bonus of weaponmastery, leaving only +3 to roll. Sadly, it makes player negatively handicapped in tournament. Rationale:

During normal plot-related situations, where player rolls with +n modifier to result, higher roll always mean higher results. As bow is used - normally - only in such plot situations, there is a rule of +3 for bow rolls due to weapon-mastery.

Hoever, tournament is played using rules for combat. There is a reason why weaponmastery for combat weapons add to combat skill, instead of (more simple) adding to roll result (BTW, for same reason, negative modifiers for battle affect CS, not simply roll) - in fight, a 0 roll is the best we can get! It makes enemy lose max HP it can, given combat skill difference, while ensuring that player loses no HP (no matter of CS diff.)

Now, due to adding +3 to roll roll during tournament, player is "robbed" of best roll. Only possible results are 3-9, now. Surprisingly, in practice, it means that player have *lower* chance of winning tournament, than if we would ignore +3 *at all*, even in combat skill. During such long fight (both parties have 50 endurance points), single roll of 0 turned into 3, means difference of 15-20+ Endurance (that is, having 0, enemy would lose ~17 endurance, given our hero is fighting-capable, instead, we get enemy losing 0 or 1, while our hero loses 7-8 END.)

Excuse long explanation, but I wanted to highlight, that this - theoretically minor difference - greatly affect tournament outcome. "Losing" even single (best) 0-roll can ruin the "fight", losing two almost ensures defeat. and thats for my ridiculously OP character - I suspect that weaker fighters could suffer even worse.

Solution: Get rid of +3 to roll during tournament, it doesn't have a place in fight-engine events. Apply +3 to Combat Skill due to weaponmastery in bow, as for tournament, it is "normal" weapon.
---

Also, mindblast is still applied to tournament Combat balance.

/Estel

// Edit

BTW, since book 6, rope no longer takes up two slots in equipment (nor any other item does). Is it intentional rule change, or bug?

Frankly, it always irritated me, that we can carry xyz chainmails as special items for no weight, but rope is so "pricey" on space - so, I wasn't worried when rope become normal item again - but, rules are rules...
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Last edited by Estel; 2013-09-01 at 22:48.
 

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