End round at end of combat

Unstructured ideas, requests and suggestions for the development of the game.
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rijackson741
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Re: End round at end of combat

Post by rijackson741 » Wed May 24, 2017 5:22 pm

Voom wrote:
Wed May 24, 2017 4:13 pm
Now that I think about it don't some creatures move even while the character is still in combat? Flys?
Yes, but they move as part of their combat turn, not the "real time" clock.
Level: 64, XP: 4734786, HP: 196, AC: 246%, AD: 49-59, AP: 3, ECC: 25%, CM: 3, BC: 127%, DR: 2
Gold: 232355 | RoLS: 1, RoL: 1, GoW: 1
HH: 1, CS: 2, IF: 4, Ev: 3, Re: 2, WP:DA: 1, WP:1S: 1, AP:L: 1, FS:DW: 2, S:DW: 1
SR

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Voom
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Re: End round at end of combat

Post by Voom » Wed May 24, 2017 5:25 pm

Fast clears (legendary hunting) is useful. Saves on potions for long dungeons or pathways w/o beds (e.g., BWM). Regen makes you wait.

@rijackson Oh, ok. Didn't know that.
Voomster Lvl 23 |HP 52 |AC 173% |AD 17-52 |ECC 20% |CM 3.0 |BC 61% |DR 2 Build 2/3221/0

Voomboy Retired at 41 and is reading The Fey of Feygard
Voom Retired at 46 and took up translating

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Duvalon
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Re: End round at end of combat

Post by Duvalon » Wed May 24, 2017 8:49 pm

The world time tick would only apply at the end of combat (kill all or flee). Not during combat.

This may make things slightly harder as enemies will spawn a bit faster in the usual case, or a fair bit faster (relatively) if you're stringing kill very fast.

A positive consequence (IMHO) of this is grinding for money, meat, xp, or legendary equipment will be less tedious because monsters will respawn faster.
Last edited by Duvalon on Fri May 26, 2017 1:26 am, edited 1 time in total.

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Voom
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Re: End round at end of combat

Post by Voom » Thu May 25, 2017 12:38 am

OoOohhh, yes this is indeed good.
Voomster Lvl 23 |HP 52 |AC 173% |AD 17-52 |ECC 20% |CM 3.0 |BC 61% |DR 2 Build 2/3221/0

Voomboy Retired at 41 and is reading The Fey of Feygard
Voom Retired at 46 and took up translating

Duke
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Re: End round at end of combat

Post by Duke » Fri May 26, 2017 1:18 am

I like where this is going. thank you for working on this.
Lvl78 XP9403007 Gold 248643 AP3 HP139 AC350 AD42-59 BC97 DR1
SP:D MC3 BC CS2 QL4 IF MF EB DW2
Rols1Rol2Elyr1Char1Golf1Shaf0Srov1Vsh1
Ozzy
lvl:47 HP114 AC254 AD27-37 BC112
SP:WA HH CS(2) CL CE IF(2) Reg
Rols1Rol0ElyR0Char2Shaf1Golf1Srov1Vsh1

Balapaan
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Re: End round at end of combat

Post by Balapaan » Mon Jun 19, 2017 1:10 pm

Duvalon wrote:
Wed May 24, 2017 2:10 am
(.....)
I guess this might help see the changes better:
https://github.com/Zukero/andors-trail/pull/30/files
@Duvalon: Thank you for your work; you've done a GOOD JOB!

Eagerly looking forward to see that being merged!
level 110+

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Duvalon
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Re: End round at end of combat

Post by Duvalon » Tue Jul 25, 2017 8:57 pm

It's been merged in Zukero's master branch! For those able to build the source, give it a spin :-)

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rijackson741
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Re: End round at end of combat

Post by rijackson741 » Tue Jul 25, 2017 9:09 pm

Another small step on the road to release :D
Level: 64, XP: 4734786, HP: 196, AC: 246%, AD: 49-59, AP: 3, ECC: 25%, CM: 3, BC: 127%, DR: 2
Gold: 232355 | RoLS: 1, RoL: 1, GoW: 1
HH: 1, CS: 2, IF: 4, Ev: 3, Re: 2, WP:DA: 1, WP:1S: 1, AP:L: 1, FS:DW: 2, S:DW: 1
SR

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rijackson741
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Joined: Tue Aug 20, 2013 2:04 am
android_version: 6.0
Location: Somewhere in Dhayavar

Re: End round at end of combat

Post by rijackson741 » Tue Jul 25, 2017 10:27 pm

Do you want to do any more coding work?
Level: 64, XP: 4734786, HP: 196, AC: 246%, AD: 49-59, AP: 3, ECC: 25%, CM: 3, BC: 127%, DR: 2
Gold: 232355 | RoLS: 1, RoL: 1, GoW: 1
HH: 1, CS: 2, IF: 4, Ev: 3, Re: 2, WP:DA: 1, WP:1S: 1, AP:L: 1, FS:DW: 2, S:DW: 1
SR

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Duvalon
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Re: End round at end of combat

Post by Duvalon » Wed Jul 26, 2017 12:03 am

Of course. Always open to coding. Do you have specific things that need action? Shoot me a PM with details.

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