End round at end of combat

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

Post by Voom » Wed Dec 21, 2016 10:07 pm

So Corpse Eater is distinctly useful for fighting mobs. I don't think I agree with this change. It will be ignored in favor of Regen as fighting mobs is not as frequent as fighting a single monster at a time. The trade-off of having both rather than just Regen is worse than before this change. In other words, the opportunity cost is greater than the added benefit of Regen-ing when combat ends.

Maybe I'm wrong. I need to rethink this.
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Re: End round at end of combat

Post by Tomcat » Sun Jan 01, 2017 3:11 am

Fighting multiple foes will likely become more and more important at higher levels. Just a feeling.
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Re: End round at end of combat

Post by nyktos » Sun Jan 01, 2017 3:13 am

yeah, my new build is focusing on an end-game that i can't predict...

(gotta have a flexible character to test new versions of the game)
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Re: End round at end of combat

Post by Duvalon » Fri May 19, 2017 3:06 am

Zukero wrote:
Mon Dec 05, 2016 12:25 pm
Good analysis, but, at a first glance, I'd look into simply changing CombatController.

Try to replace this: ...
by this: ...

Gotta check the side effects though.
Just tried it and it doesn't work. exitCombat() isn't called in newPlayerTurn() when combat ends. It's called from playerActionCompleted(). And actually there are a few other places it seems to get called from like executeMoveAttack(), and MapController.handlePlayerDeath(). Although I think in the case of the latter, if you're dead it won't matter too much.

I agree with Voom that regen would eclipse corpse eater in terms of usefulness if this change was implemented. I'll try my fix next and see if I can't prevent regen from applying in this particular case.

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