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Github Fork: Ranged Weapons, Monsters follow player and/or flee.

Discussions of the development process of the game.
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twirlimp
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android_version: 4.3

Re: Github Fork: Ranged Weapons, Monsters follow player and/or flee.

Post by twirlimp » Tue Jan 12, 2016 3:22 pm

Zukero wrote:- Advice: backwards compatibility with saves is easy to screw up, so make sure to do it, and test it, step by step.
Yeah I made sure to add a file-version check, and the new data I'm writing is easy to follow.
It seems to be working fine and since yesterday I've been mostly working with an old save file, so it seems to be compatible.

I don't mind about the snippets -- do what you think is best.
I really intended to creating new branches later, but I guess I was underestimating my free time in the vacation...
Zukero wrote:- All features in the same branch means more work to merge only some of them
If you're only going to accept certain features, tell me beforehand so I'd make a new branch with all the features and remove the unwanted features from the main fork.

I'd rather remove the unwanted features myself as I already know the inter-dependencies involved.
It'll save you a lot of time.

But hey, why only merge some if it?
Except for the UI, everything I did with either ranged or monsters can toggled off easily.
Just don't spawn any ranged weapons, and set all the new monster parameters to 0 by default.
ideas plox

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Ldelandy
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Re: Github Fork: Ranged Weapons, Monsters follow player and/or flee.

Post by Ldelandy » Wed Jan 20, 2016 2:46 am

ranged weapon has the greater advantage than a melee weapons , what about this game , is ther any weapon that has greater advantage than a range weapon??

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Voom
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Re: Github Fork: Ranged Weapons, Monsters follow player and/or flee.

Post by Voom » Wed Jan 20, 2016 3:36 am

Ldelandy wrote:ranged weapon has the greater advantage than a melee weapons , what about this game , is ther any weapon that has greater advantage than a range weapon??
Well, let's be creative (stick to the appropriate era/age of the world of AT; cannot be something like a bazooka).
Voomster Lvl 23 |HP 52 |AC 173% |AD 17-52 |ECC 20% |CM 3.0 |BC 61% |DR 2 Build 2/5321/0

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

nyxkitty
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Re: Github Fork: Ranged Weapons, Monsters follow player and/or flee.

Post by nyxkitty » Sun Jan 31, 2016 3:33 pm

*will read entire thread when properly conscious*

Presets and inventory sorting: love it! A button, maybe, rather than drop-down for sorting.

Movement is messed up. I nearly bypassed the River Troll because he'd gone so far across the bridge.
Sithkitty | Lvl 13 | HP 39 | AC 150% | AD 14 - 20 | ECC 0% | CM 0 | BC 16% | DR 2 | 1891G | Item Stockpiler.

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twirlimp
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Re: Github Fork: Ranged Weapons, Monsters follow player and/or flee.

Post by twirlimp » Thu Feb 04, 2016 8:38 am

nyxkitty wrote:*will read entire thread when properly conscious*

Presets and inventory sorting: love it! A button, maybe, rather than drop-down for sorting.

Movement is messed up. I nearly bypassed the River Troll because he'd gone so far across the bridge.
Yeah there's a slight increase in speed of movement for the monsters for some reason.
I wasn't sure about it myself but I'm glad someone else confirmed it.
I have a solid idea about the exact function that caused this change, and I'll see if I get time to dive in the next couple of weekends.
ideas plox

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twirlimp
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Re: Github Fork: Ranged Weapons, Monsters follow player and/or flee.

Post by twirlimp » Thu Feb 04, 2016 8:42 am

Ldelandy wrote:ranged weapon has the greater advantage than a melee weapons , what about this game , is ther any weapon that has greater advantage than a range weapon??
I tried to make it so that ranged weapons have enough negative drawbacks to balance them with melee.

They have less accuracy the more the range, and they cause a stat condition that makes your dodge decrease (so you have to run before the monsters reach you).

I might have even over-nerfed the ranged weaponry just to be sure they're not overpowered.
I wanted them to be situational from the start (e.g. too dangerous for melee because multiple enemies crowded together) and not a fit-all alternative to melee.
ideas plox

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Voom
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Re: Github Fork: Ranged Weapons, Monsters follow player and/or flee.

Post by Voom » Thu Feb 04, 2016 10:38 pm

twirlimp wrote:
Ldelandy wrote:ranged weapon has the greater advantage than a melee weapons , what about this game , is ther any weapon that has greater advantage than a range weapon??
I tried to make it so that ranged weapons have enough negative drawbacks to balance them with melee.

They have less accuracy the more the range, and they cause a stat condition that makes your dodge decrease (so you have to run before the monsters reach you).

I might have even over-nerfed the ranged weaponry just to be sure they're not overpowered.
I wanted them to be situational from the start (e.g. too dangerous for melee because multiple enemies crowded together) and not a fit-all alternative to melee.
That would make them only utility weapons, a tool to call over mobs because of a certain situation. It provides a good alternative to the skill Cleave. Just don't make it too underpowered ....please :? :)
Voomster Lvl 23 |HP 52 |AC 173% |AD 17-52 |ECC 20% |CM 3.0 |BC 61% |DR 2 Build 2/5321/0

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

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twirlimp
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Re: Github Fork: Ranged Weapons, Monsters follow player and/or flee.

Post by twirlimp » Fri Feb 05, 2016 6:14 am

Voom wrote:
twirlimp wrote:
Ldelandy wrote:ranged weapon has the greater advantage than a melee weapons , what about this game , is ther any weapon that has greater advantage than a range weapon??
I tried to make it so that ranged weapons have enough negative drawbacks to balance them with melee.

They have less accuracy the more the range, and they cause a stat condition that makes your dodge decrease (so you have to run before the monsters reach you).

I might have even over-nerfed the ranged weaponry just to be sure they're not overpowered.
I wanted them to be situational from the start (e.g. too dangerous for melee because multiple enemies crowded together) and not a fit-all alternative to melee.
That would make them only utility weapons, a tool to call over mobs because of a certain situation. It provides a good alternative to the skill Cleave. Just don't make it too underpowered ....please :? :)
Nah we can always add/decrease the accuracy and calculate whether there will be the same dps.
And the -ve dodge chance is to compensate for the extra range. I'd say that's fair.
ideas plox

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Voom
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Re: Github Fork: Ranged Weapons, Monsters follow player and/or flee.

Post by Voom » Sat Feb 06, 2016 7:40 pm

twirlimp wrote: Nah we can always add/decrease the accuracy and calculate whether there will be the same dps.
And the -ve dodge chance is to compensate for the extra range. I'd say that's fair.
Yes :mrgreen:
Voomster Lvl 23 |HP 52 |AC 173% |AD 17-52 |ECC 20% |CM 3.0 |BC 61% |DR 2 Build 2/5321/0

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

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Antison
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Re: Github Fork: Ranged Weapons, Monsters follow player and/or flee.

Post by Antison » Fri Jan 20, 2017 3:04 pm

I just read through (or at least skimmed) 14 pages of this thread and did not ready whether a decision was made to merge this feature into the main code set or not.

Code: Select all

Lv  AP   HP  AC  AD    BC DR CHS CM ECC
134 3/12 215 285 65-75 201 9
58  4/14 131 241 30-43 186 3
52  3/12 150 261 33-42 81  4 59  3.0 29
52  4/12 163 334 30-47 77  3
49  3/12 99  347 40-46 171 1
49  6/12 131 263 35-80 107 3
48  2/12 121 267 34-43 103 5

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