Notes |
(0021184)
mumra (developer)
2013-02-28 03:11
|
Wrong patch? This just appears to increase their base aptitudes to ludicrous levels... |
|
(0021191)
khalil (reporter)
2013-02-28 12:04
|
WARNING! WRONG PATCH! DON'T DOWNLOAD JUST YET. |
|
(0021276)
khalil (reporter)
2013-03-06 01:59
|
This should be the right file. Will someone check it for me? I don't know how to see what's in a patch. (I'm new to git.) |
|
(0021277)
mumra (developer)
2013-03-06 02:07
|
Patches are just text files, you can read them with any text editor (e.g. Notepad). Or just click the "Show Content" link next to the file on this page.
Patches consist of lines beginning with "-", these are lines that the patch removes, and lines beginning with "+", these are added by the patch.
The one you've just uploaded is the same as the first, I'm afraid. (The clue is in the name, which is the same as the commit message.)
You might want to try: git format-patch -3
This will create patches of the last three commits. |
|
(0021322)
khalil (reporter)
2013-03-09 19:40
|
Thanks. I'll try that. |
|
(0021328)
khalil (reporter)
2013-03-09 20:14
|
This patch should work. Should. I'm not really sure. |
|
(0021329)
khalil (reporter)
2013-03-09 20:19
|
Nope, bit of junk data at the end. Here's the right one. |
|
(0021330)
khalil (reporter)
2013-03-09 20:20
|
Does anyone know how to remove files from an issue? I'd like to get rid of everything except for the last one. |
|
(0021343)
MyOtheHedgeFox (reporter)
2013-03-10 16:53
|
At break; case 21; you have written "memmories". |
|
(0021344)
MyOtheHedgeFox (reporter)
2013-03-10 16:55
|
And 15. |
|
(0021345)
khalil (reporter)
2013-03-10 20:39
|
Derp.
Fixing now. |
|
(0023174)
mumra (developer)
2013-06-13 16:33
edited on: 2013-06-13 18:14
|
Let me comment why this patch couldn't be accepted in the current state.
The idea itself doesn't seem too bad but gaining 4 skill levels every 3 XL is really huge; that's 36 free skill levels over the course of the game. I think that's way too much. Someone on the forum commented that this could be a nerf if the skills weren't ones you wanted since other skills would take longer to train; I actually think that's untrue since, as I understand at least, it's based on total exp earned rather than the current levels of any skills. So this is definitely a large buff if the skills were anything remotely useful to you. Also it's very uneven - suddenly going from 23 to 27 in a primary skill is potentially ludicrous.
The formatting is all over the place. See coding_conventions.txt in the docs folder which describes how to properly adhere to Crawl's code style.
Finally the big switch statement that handles levelup - I think this could be implemented in a much tidier way. It would also be preferable to randomise the messages rather than always get the same one at the same XL. Also I'm not sure if you've properly handled the case where the player is drained back down a level and then regains the level.
If these issues were resolved I'm still not sure if the feature would be accepted although I haven't seen any strong objections to the original idea. But I thought you should be aware of the issues with this current version.
Edit: As rwbarton pointed out, the level gain/loss thing obviously isn't an issue with Mummy...
|
|
(0023274)
khalil (reporter)
2013-06-24 00:12
|
Finally got my coding computer back.
How many levels would you suggest per memory? I changed it to three because that gives 27 total, but that might still be too much.
I figured the increasing power of this at higher levels would be okay, as mummies seem to be 'suck now in return for power later.'
Should I change it to xp gain within the skill, or just make it give less skill points when you reach a higher level? |
|
(0023275)
mumra (developer)
2013-06-24 03:45
|
Well it should be an amount of skill points rather than a set number of levels, just like XP potions. So if it goes into a level 1 skill you could gain a few levels, they're cheap. But if it goes into a level 26 skill it probably shouldn't go even nearly all the way to 27. Maybe the amount of XP allocated could increase with each gain. But you have to realise that 26->27 is a massive jump because of the exponential scale (something like almost as much XP as it's taken to go all the way from 1->26). |
|
(0023276)
khalil (reporter)
2013-06-24 12:54
|
That would probably work. Didn't realize it was that big of a jump though. Wow. Yeah, I probably need to do something about that. |
|
(0023277)
khalil (reporter)
2013-06-24 14:10
edited on: 2013-06-24 14:16
|
Kay, decided on size of boost.
If the skill level is between (inclusive)
0-4, +4, because this is the start of the game and levels are cheap right now.
5-10, +3, because +3 is a nice amount.
11-20, +2, because skill progression requires more and more xp at this point.
21-26, +1, because a lot of xp is required here, and while I don't want to give fractions of a level, any more would be too much.
27, no bonus. I was considering just looking for another skill, but that would create an infinite loop in the unlikely event that someone had all their skills at 27.
|
|
(0023278)
mumra (developer)
2013-06-24 16:33
edited on: 2013-06-24 16:34
|
Having breakpoints like that is weird. Why not just add a certain number of skill points and let the level come out to whatever it does? I honestly don't see the problem in adding fractional levels considering the player might very possibly be on a fractional level to begin with ... (you really should probably look at the potion of experience code).
Also there's no problem checking if all the player's skills are at 27, there's probably already a function for this. And outside of wizmode there's actually no way all the player's skills could be at 27 by the time they hit XL:27.
|
|
(0023281)
khalil (reporter)
2013-06-24 17:30
edited on: 2013-06-24 17:47
|
Allright. I'll try that.
EDIT:
Just remembered why I didn't do that to begin with. I tried that when I started the project, but I can't make heads or tails of skill_menu.cc, which is where the bulk of the code is stored.
|
|
(0023299)
Nivim (reporter)
2013-06-25 23:50
|
(Not sure if this should go here.) You know, in the original PS:T, you didn't gain any memories based on level up, but instead by finding items and having discussions to jog your memories (with high wis). It seems like the silliness of giving free skills to a race that's supposed to be skill challenged could be ameliorated by triggering the memories on something they're not guaranteed to get, such as rare items, combat situations, or depths. If it was a mechanic that encouraged diving, rushing, and getting lots of hostiles on-screen, that might make up for the "free" skills.
(Along with making shaft traps slightly less dangerous and making MuCK more efficient.)
There are other, smaller touches to this, like getting a memory on first use of the Tomb Card or on a particular text from Menkaure, but those are the sorts of things I see cleaned out for being spoily. |
|
(0023312)
khalil (reporter)
2013-06-26 19:49
|
Actually, the player learning magic so quickly in PS:T was stated to be him remembering the skills from his previous life, in which he had trained Ignus.
As far as mechanics go, it makes the RNG far too important. A mummy who lucks out with randarts in a labyrinth already gets lots of power because he found a great item. If he gets skills for finding that item, things get pushed into the realm of absurdity.
Furthermore, the aptitudes are generally agreed to be one of the main reasons mummies suck. From what I understand, the terrible aptitudes were originally there to make up for the fact that mummies could grind the same floor for ages without worrying about hunger. Now that grinding is impossible, mummies end up far behind everyone else on skills. While they do have no spell hunger, the staff of energy now gives that and lets you channel MP, thus letting other races easily get the same thing. |
|
(0024362)
Kate (developer)
2013-11-10 19:21
|
Closing some old patch issues that there hasn't been any interest in. |
|