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Remove fighting #55
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Remove fighting #55
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Apparently some more frameworks are needed to link SDL.
There is no reason to specify the SDK root because we can always build with the latest available Mac OS X SDK. The minimum version of Mac OS X that the binary supports can be less than the SDK with which the binary was built. We can set the deployment target all the way back to 10.7 as long as we also build using clang's libc++ instead of gcc's libstdc++. Strangely, if you try to set the deployment target less than 10.9 and use libstdc++, some necesary headers (e.g. cinttypes) are not found in the standard places. But this is not a problem if we build using clang's libc++.
The big change is how HP is calculated: - // Important: we shouldn't add Heroism boosts here. - hitp += you.experience_level * you.skill(SK_FIGHTING, 5, true) / 70 - + (you.skill(SK_FIGHTING, 3, true) + 1) / 2; + hitp += (you.experience_level * you.experience_level * 3) / 70 + + (you.experience_level * 3 / 2); What does this change do in practice? 🤷 Lots of other things have changed: * Fighting with a weird weapon uses Unarmed Combat skill now * Double the to-hit contribution from weapon skill (weapons) * Increase the to-hit contribution from Dex (unarmed only) * Probably completely broke Wanderers * Dith shadow mimic HD now gets bonus equal to piety rank to make up for not getting fighting.
Hellcrawl doesn't have the commit that renames l_moninf.o
To `6 + (you.experience_level * 8)`. The results barely change, but the formula is much more comprehensible.
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I did some sums. tl;dr the range of HP is very similar to going from XL1/0 Fighting to XL27/27 Fighting. Here is a spreadsheet: https://docs.google.com/spreadsheets/d/1SIMnXrV-0DUhvQHS3ZbAUqupVGj1JbQ9nV3_WgXxIWY/edit?usp=sharing (Hellcrawl Proposal mk1 is the formula from a0cf6f0, mk2 is the updated simplification from 587f897). This means HP will be about the same for meleedudes, and slightly to significantly higher for everyone else. This also means all skill points spent on Fighting will now be free. Overall this is probably a meleedude buff, if it proves too much we can reduce the HP calculation at any point, or even play with species HP aptitudes (perhaps they should be more varied than vanilla now). |
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bump. still interested? |
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If there needs to be more hp variance between species then we could make hp apt have finer granularity - 5% per apt and roughly double all hp aptitudes. If there needs to be a bigger variance between dude puncher and mana muncher archetypes then a +HP ego on heavy armors could compensate. Not convinced either of those changes is necessary though. If you're willing to resolve the conflicts I'm willing to merge this. |
Conflicts: crawl-ref/source/aptitudes.h crawl-ref/source/attack.cc crawl-ref/source/ouch.cc crawl-ref/source/player.cc
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Wasn't so hard, but almost missed mountain dwarves being able to train fighting still. Lucky they are the first race in the species list 💃 |
I haven't tested this at all. But it's probably good to get it on the board
This change is