-
Notifications
You must be signed in to change notification settings - Fork 4.1k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Proficiencies for traps! #44895
Merged
ZhilkinSerg
merged 37 commits into
CleverRaven:master
from
I-am-Erk:continue-fixing-vestigial-proficiencies
Oct 25, 2020
Merged
Proficiencies for traps! #44895
ZhilkinSerg
merged 37 commits into
CleverRaven:master
from
I-am-Erk:continue-fixing-vestigial-proficiencies
Oct 25, 2020
Conversation
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Diminishing returns as the stats grow less effective, but it is good to have the details
doesn't increase xp yet.
…ficiencies-before-someone-notices
am having to fully rewrite the disarming function.
Left in some of the variable name improvements because... why not. The rest can wait for a second PR
…ficiencies-before-someone-notices
I-am-Erk
added
[C++]
Changes (can be) made in C++. Previously named `Code`
Mechanics: Effects / Skills / Stats
Effects / Skills / Stats
Fields / Furniture / Terrain / Traps
Objects that are part of the map or its features.
labels
Oct 16, 2020
…o continue-fixing-vestigial-proficiencies
Could we also get new traps with like grenades and tripwires and whatnot? |
That's way out of scope for what I'm doing here |
As far as I can tell, this is ready. Trap setting should be made an activity now that it can take longer, but as far as I can tell that's a pretty involved process. I could revert the time changes there if it's a problem. |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Labels
[C++]
Changes (can be) made in C++. Previously named `Code`
Fields / Furniture / Terrain / Traps
Objects that are part of the map or its features.
Mechanics: Effects / Skills / Stats
Effects / Skills / Stats
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Summary
SUMMARY: Balance "Make trap related proficiencies functional"
Purpose of change
I added proficiencies for trap setting and disarming when I created the Devices skill, but I didn't make them do anything yet. A few redditors have noticed so I guess my clever ruse is failing... better act quick before word gets out.
Describe the solution
DISARMING
The disarming roll is now determined by:
The roll itself has a standard deviation of 3, so the results are fairly randomized and have a wide swing.
Most mundane traps have a difficulty of 1-10. This difficulty conveniently corresponds to the skill level at which you have as good a chance of disarming the trap as you do of failing, if you have no proficiencies at all and average stats. The highest difficulty disarmable trap is the teleporter, with a difficulty of 20. The highest mean_roll you can achieve with average stats is at devices 10 with all proficiencies, for 17. At that level you can pretty frequently disarm a teleporter, but you still need a good roll. I think that's pretty much perfect.
I also included a debug message displaying your roll, your mean_roll, and the trap difficulty.
TRAP DETECTION:
With no devices skills, no proficiencies, and average attributes, you have a 10% chance to spot a landmine. That increases to 25% with the basic traps proficiency, and goes up with other proficiencies.
Describe alternatives you've considered
DISARMING:
I considered adding mutations into the roll and some things like that, but didn't want to get too complex.
It may be worth looking into adding a tool quality or two to the mix to improve your chances, but I don't know what we would use.
TRAP DETECTION:
Testing
DISARMING:
Extensively tested.
With a low devices skill and no proficiency, I shot myself with shotguns a lot, but was able to gain XP and on a few occasions managed to disarm the trap. XP gain in proficiencies followed the expected pattern, first giving me basic traps and then disarming.
Increasing my skills increased my chances of success. Due to the wide swing of rolls it was still possible to mess up but became less and less common the more skill I gained. All in all it did not feel much different from before, but I did find that disarming was less of "in the bag" at high levels than before. There remains a small risk even at higher levels, especially without proficiency.
DETECTION:
I like, walked around and tried not to get eaten by landmines. When I was bad at spotting I got eaten by more than when I was good at spotting.
Look, I gained XP!
SETTING:
The time to set a trap is now no longer just the
moves
value defined in JSON. That is the major factor, but the final move cost is calculated by:You gain traps and trapsetting XP based on the difficulty of the trap you're setting.
Additional context
Requires #44860 to be merged first.