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Sign upRemove stuck weapon penalty #18754
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mugling
changed the title
Remove stuck weapon penalty [WIP]
Remove stuck weapon penalty
Oct 12, 2016
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Added bonus: fixes #14882 which is currently blocking Ready |
Coolthulhu
reviewed
Oct 12, 2016
| @@ -780,19 +780,15 @@ Some armor flags, such as `WATCH` and `ALARMCLOCK` are compatible with other ite | |||
| ### Flags | |||
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| - ```ALWAYS_TWOHAND``` Item is always wielded with two hands. Without this, the items volume and weight are used to calculate this. | |||
| - ```CHOP``` Does cutting damage, with a high chance of getting stuck. | |||
| - ```DIAMOND``` Diamond coating adds 30% bonus to cutting damage | |||
| - ```MESSY``` Resistant to getting stuck in a monster. Potentially cause more gore in the future? | |||
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Coolthulhu
Oct 12, 2016
Contributor
Needs description change. It does create more gore (especially fun when smashing corpses), but no longer affects sticking.
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Coolthulhu
reviewed
Oct 12, 2016
| @@ -780,19 +780,15 @@ Some armor flags, such as `WATCH` and `ALARMCLOCK` are compatible with other ite | |||
| ### Flags | |||
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| - ```ALWAYS_TWOHAND``` Item is always wielded with two hands. Without this, the items volume and weight are used to calculate this. | |||
| - ```CHOP``` Does cutting damage, with a high chance of getting stuck. | |||
| - ```DIAMOND``` Diamond coating adds 30% bonus to cutting damage | |||
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Coolthulhu
reviewed
Oct 12, 2016
| ///\EFFECT_STABBING increases damage when pulling out a stuck spear | ||
| const int stabbing_skill = get_skill_level( skill_stabbing ); | ||
| d.add_damage( DT_CUT, rng( 1, stabbing_skill ) ); //add some extra damage for pulling out a spear | ||
| t.mod_moves(-30); |
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Coolthulhu
Oct 12, 2016
Contributor
Move draining part of spears is one of the features I really liked.
Still, it wasn't really balanced, especially after spears got their reach attacks.
Might be worth resurrecting in some other form.
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I can see this being a good thing, yes. I forget whether or not the Deft trait affects getting weapons stuck. |
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Almost all of the effects never trigger |
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Regarding the stuckin code, or deftness? Because I recall getting a weapon stuck tends to be somewhat common occurrence with 0 skills. Unrelated, but comical:
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Deftness has no effect |
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Were you not aware that I can predict the future? |
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I might look into seeing how to mess with recovery time of missed strikes in a later pull request then. Unless you meant that it had no effects that involved weapons sticking in a foe, which was the original intent of my question. |
mugling
added some commits
Oct 12, 2016
Coolthulhu
self-assigned this
Oct 15, 2016
Coolthulhu
merged commit 8d50091
into
CleverRaven:master
Oct 15, 2016
1 check passed
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@mugling It seems that you support obsolete version of Do you have any idea how you (and other active devs) can announce significant changes in code to inform mod maintainers about required changes? |
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To be honest we probably should drop that mod from We could do with a developer announcement issue. Something locked to developers that people could subscribe to notifications on? |
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I think it will be ideal solution. |
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The question is do we publish changes ad-hoc or on an episodic (weekly) basis? |
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I dunno. ad-hoc is better, I guess (since it's easier to miss something in weekly announces). |
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Re: drop the mod from core content. @remyroy I heard that a lot of people enjoy using your CDDA launcher. Is it possible to request you about a new feature - downloading fresh versions of mods from dedicated repos? I guess I need to write a feature request to your repo about that (in case you're interested in implementation of this feature)? |
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@illi-kun Yes, please create an issue about it on https://github.com/remyroy/CDDA-Game-Launcher/issues/new |
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Ill take the time to update it (pks_rebalancing) and reduce it to just what it promises, if you all dont mind. |
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I was going to say, Pisskop's mod is more actively maintained that Blazemod is. |
illi-kun
referenced this pull request
Nov 1, 2016
Open
Feature request: Download & setup fresh versions of mods from dedicated repos #84
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Does this allow for the same kind of abstraction as ammo? Can I for instance create a template for a horse. Then add 1.2 attack to it for a zombied version, and then make a 0.8 version for fungus-infected version? |
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Yes I would agree although I suspect your confounding maintenance with expansion. Requiring significant maintenance is a burden on the developers. That the mod author continues to expand the mod is immaterial to this.
I set out in #19037 some possible criteria for mod inclusion:
The third was a problem that I hoped to fix via linting. In particular when I updated
Yes it will although There are 47 mods in The question with PK mod is what does the project as a whole gain by supporting the mod given it's relatively expensive to do so (genuine question, no snark intended)? |
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True. Having the mod author around makes it more likely that they will be able to respond to any issues that arise, but does not guarantee it. As for other mods, that is why a lot of my pull requests have been directed towards mods that no longer have an active maintainer. No one else is available and/or willing to do so. |
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@remyroy could the auto-updater perhaps support a semi-stable weekly build instead? Do you have any statistics on how many players we have, their geographic distribution and update frequency? @DangerNoodle the mod author doesn't do any maintenance on the mod - that's all done by me and @Coolthulhu. We had the same problem with blazemod until we did that linting exorcism a while ago. |
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I was unaware of that. My apologies for that. |
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It's a sincere question though what does the mod have to offer. On the one hand mods attract new developers but in our current situation we spend more time resolving issues with mods than actually working on the game. |
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@mugling Yes. As long as those builds are somewhere I can list them, sure. |
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If were going to make it possible for 3rd party mods to be used and updated in conjunction with the game updates than there is no reason to keep it there. Or any large content mod with an owner, really. |
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@mugling I do not have any statistics on how many players we have, their geographic distribution or their update frequency. Maybe @narc0tiq has some logs on his server since he is the one hosting the actual binary files. It might be interesting to do another player survey like I did last time (#14273) and include those questions. |
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The live-ish stats at http://dev.narc.ro/awstats/awstats.pl might help, as I'm not anywhere near a computer, so this is all I have. On Tue, Nov 1, 2016, 21:15 Rémy Roy notifications@github.com wrote:
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illi-kun
referenced this pull request
Nov 7, 2016
Closed
Base stuck weapon warning on percentage of moves rather than absolute number. #4037
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The latest version of the CDDA Game Launcher (1.3.5) uses a custom User-Agent header CDDA-Game-Launcher/[version] when making requests on *.narc.ro. It should be easy to identify if someone wants to create detailed statistics about it. |
mugling commentedOct 12, 2016
•
edited
Four flags and 200 lines of code for the badly designed stuck weapon penalty isn't sensible and is an obstacle to a better melee system. In particular it prevents weapons having both
cuttingandpiercingstats. This makes it hard to design items such as thehalberd. This PR drops support for the penalty.The next PR will update the JSON data to specify explicit values for
piercinginstead of relying on theSTABandSPEARflags. Longer term the different damage types will start to diverge and have varying effectiveness against different monsters with the game automatically selecting the best available option.