Vek17 / TabletopTweaks-Base

Tabletop Tweaks is a mod that seeks to adjust the cRPG rules to more closely follow the tabletop ruleset. Additionally it adds content missing from the base game.
MIT License
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Substantial issue with crusader combat in Chapter 2 (incredibly low damage totals) #19

Open DoctorWhoops opened 3 years ago

DoctorWhoops commented 3 years ago

Similar to the 'training grounds' issue, my units seem to be doing significantly less damage than they should, making the tactical combat in crusader most pretty much impossible.

The notable thing here is that this is before getting the training grounds, as it is right around the start of chapter 2. For the tutorial encounters my damage was normal, and it was as well for some of the encounters after. However, roughty after encountering my first major battle (one of the towers that blocks your way) my damage plummeted and now I'm unable to deal even 1 point of damage to an enemy unit, with the 'hit' totals being barely in the double digits.

Fuckedd

I've tried updating the mod to the most recent version but nothing changed. I'm not sure if it's an issue with the mod or with the game itself, but it seems like something worth fixing nonetheless.

I should note that auto-resolve battle still works for crusader, so I can get past the battle by turning that on. I just can't play them because the damage is bugged.

EDIT: I should note that I'm not fully sure these issues first appeared after the first 'tower' battle, but it was roughly around that time. I can't recall whether I did the battle itself with normal damage or 'bugged' reduced damage, but probably the former.

Vek17 commented 3 years ago

This isn't a bug but poorly design early crusade encounters. You are losing all of your damage againt gargoyle DR.

On Tue, Sep 7, 2021, 17:57 DoctorWhoops @.***> wrote:

I should note that I'm not fully sure these issues first appeared after the first 'tower' battle, but it was roughly around that time.

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DoctorWhoops commented 3 years ago

This isn't a bug but poorly design early crusade encounters. You are losing all of your damage againt gargoyle DR. On Tue, Sep 7, 2021, 17:57 DoctorWhoops @.***> wrote: I should note that I'm not fully sure these issues first appeared after the first 'tower' battle, but it was roughly around that time. — You are receiving this because you are subscribed to this thread. Reply to this email directly, view it on GitHub <#19 (comment)>, or unsubscribe https://github.com/notifications/unsubscribe-auth/AAWSQPA6CQ7LTPFXLMG7EPLUA2KEFANCNFSM5DTKSXXA . Triage notifications on the go with GitHub Mobile for iOS https://apps.apple.com/app/apple-store/id1477376905?ct=notification-email&mt=8&pt=524675 or Android https://play.google.com/store/apps/details?id=com.github.android&referrer=utm_campaign%3Dnotification-email%26utm_medium%3Demail%26utm_source%3Dgithub.

That seems highly unlikely considering the auto-resolve function gets past it just fine, and it's literally impossible for me to win let alone get the same result by hand. Plus the encounter is only classified as a difficulty 2 whereas my unit is at 3. The scorching ray ability of my leader is also practically useless, and if my memory serves me correctly I have the same damage issue with non-gargoyle enemies too.

Whether it's a bug on the mod or the game I don't know, but there is such a drastic difference in damage that I can't believe it's just the encounter design. Unless there's some unexplained way to negate the DR.

Vek17 commented 3 years ago

Auto resolve does not simulate the battle, it is a stats comparison and they happen to be stated weirdly cheep compared to how strong they are. Regardless there is no mechanical issue I am seeing here, just poor choices when designing this encounter.

DoctorWhoops commented 3 years ago

Auto resolve does not simulate the battle, it is a stats comparison and they happen to be stated weirdly cheep compared to how strong they are. Regardless there is no mechanical issue I am seeing here, just poor choices when designing this encounter.

Using clerics' smite which allows attacks to overcome DR I still only do 0-1 damage per hit with a stack of 41 clerics, which is outrageous. If this was a DR issue then removing their DR with smite would fix it, but it evidently doesn't.

image

This is what the damage calculation looks like without DR to make evident that it's not a DR issue.

image

Here's an image of my archers hitting some zombies, which clearly shows the DR in the calculation.

If this clears anything up to you about my problem that'd be wonderful. I still strongly believe that this is not functioning as intended.

Vek17 commented 3 years ago

That math looks correct for the clerics, only thing that may be an issue is smite damage calculation, but I am unsure of how that is meant to work at the moment so I'll have to look into it.