Re: [crossfire] Plan to commit combat changes to trunk
I've been playing with the rebalance of melee combat for crossfire for a while, and while not 100% done, I think it is complete enough to warrant committing it to the trunk and hopefully getting more exposure. Now for folks running trunk servers, while the change will not cause anything to actually break (or it shouldn't), it will cause a change in game play, so folks may find combat tougher. Gonna be hard on permadeath servers :) I have also limited the generators, via arch change, to only generate 5 monsters before the generator dies. I'm sure some maps need updating - that 5 monster limit is actually a pretty good compromise - it tends to fill up those empty dungeons that rely on generators to fill them up, but also keeps monsters at a reasonable level. That's a major change, though. Many maps, especially some training centers or Gorokh's final map, actually rely on illimited generators. So maybe that should not be committed for now, or made optional for map designers to decide. I could do all this work in a branch - I'm just don't think that is really worthwhile - the main point of the trunk is to work on the big projects like this. I'd say that where things are now, it has moved beyond expiremental code to code that will be used, but some more work is still needed. I'll start another thread about future changes for balancing. But I'm willing to discuss, and for folks to see this as a heads up if you are running a trunk server. Agreed, trunk is for big changes... Nicolas -- http://nicolas.weeger.org [Petit site d'images, de textes, de code, bref de l'aléatoire !] signature.asc Description: This is a digitally signed message part. ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire
Re: [crossfire] Plan to commit combat changes to trunk
Nicolas Weeger wrote: I've been playing with the rebalance of melee combat for crossfire for a while, and while not 100% done, I think it is complete enough to warrant committing it to the trunk and hopefully getting more exposure. Now for folks running trunk servers, while the change will not cause anything to actually break (or it shouldn't), it will cause a change in game play, so folks may find combat tougher. Gonna be hard on permadeath servers :) Hence the warning. May not be a bad idea for server admins to make a backup of the player files, just in case. I have also limited the generators, via arch change, to only generate 5 monsters before the generator dies. I'm sure some maps need updating - that 5 monster limit is actually a pretty good compromise - it tends to fill up those empty dungeons that rely on generators to fill them up, but also keeps monsters at a reasonable level. That's a major change, though. Many maps, especially some training centers or Gorokh's final map, actually rely on illimited generators. So maybe that should not be committed for now, or made optional for map designers to decide. So maps themselves can always override it. This is just the basic archetype property. Now folks could use the old archetypes, disable that section of code, etc. However, I think the better answer is to run with the new archetypes, see what is broken (or needs to be adjusted) and fix it. That needs to get done sooner or later, so may as well do it sooner. ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire
[crossfire] Plan to commit combat changes to trunk
I've been playing with the rebalance of melee combat for crossfire for a while, and while not 100% done, I think it is complete enough to warrant committing it to the trunk and hopefully getting more exposure. Now for folks running trunk servers, while the change will not cause anything to actually break (or it shouldn't), it will cause a change in game play, so folks may find combat tougher. In particularly, I have not rebalanced the high (20+) level monsters, so they may still be quite deadly. I also have not rebalanced the spells (next step), and balancing the high level monsters sort of goes hand in hand with balancing spells. I've also created a new exp table (table D), which has slower progression. While not a requirement to use that table, I think it makes for a better play experience. I think it should be the default, and I'm not really sure how well a game can be balanced if there are 4 different exp tables out there, but I suppose this is more an effect of balance between the classes. I have also limited the generators, via arch change, to only generate 5 monsters before the generator dies. I'm sure some maps need updating - that 5 monster limit is actually a pretty good compromise - it tends to fill up those empty dungeons that rely on generators to fill them up, but also keeps monsters at a reasonable level. I could do all this work in a branch - I'm just don't think that is really worthwhile - the main point of the trunk is to work on the big projects like this. I'd say that where things are now, it has moved beyond expiremental code to code that will be used, but some more work is still needed. I'll start another thread about future changes for balancing. But I'm willing to discuss, and for folks to see this as a heads up if you are running a trunk server. ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire