Open GoogleCodeExporter opened 8 years ago
Please find attached the cfg files which revert the changes. Also attached is a
changelog that lists all changes made and lists everything where the patch has
been kept.
In short:
• Reverted Dexterity values to original to get back original hit rates
• Reduced armour and dexterity growth values to handle max 255 dexterity
• Returned creatures original spells/skills
• Boulder trap returned to do equal damage to all creatures
• Kept Hero room attractions
• Avatar dexterity set to 160, to keep under 255 at lvl 10
• Flame breath and Dragon armour boost to compensate for increased strenght
growth
Original comment by Loobinex
on 12 Oct 2014 at 1:32
Attachments:
Please note that DragonsLover increased both the health a boulder trap does, as
how much damage creatures do to boulders.
In r1427 you reverted the the damage to the boulder, but kept the health of the
boulder high. The result is boulders now kill more creatures than before, even
more then in the original DK.
Original comment by Loobinex
on 11 Dec 2014 at 11:33
I will miss the hail on Vampires.. :P
But you're right that it should go back to how it was.
I believe the training times of creatures were also changed, in my opinion
these are fine now. Some creatures took ages to train, while they weren't even
that good (Flies, Beetles, Spiders etc..)
Original comment by Krizzi...@gmail.com
on 11 Dec 2014 at 6:40
Here are the changes in Loobinex config which I didn't submitted.
These are in diff format - to apply them to current config you need a "patch"
tool, ie.
patch -p0 -i revert_creatures_config_boulder.patch
I believe these, and the changes I already commited, are all proposed changes -
there shouldn't be anything missing.
Original comment by mefistotelis
on 12 Dec 2014 at 1:33
Attachments:
Yes, what I said Dec 11 wasn't true. I noticed you committed a change to
boulder traps, but you didn't take the full vanilla values, so the boulder trap
did not become more powerful then before.
Original comment by Loobinex
on 14 Dec 2014 at 1:54
Concerning the 3 sets of changes:
1. Boulder
The proposed changes would make DamageToBoulder of all creatures identical. I
prefer to keep different values, to keep creatures as distinct as possible.
2. Flee
Note that FearWounded is scaled differently in KeeperFX than in original DK. If
KeeperFX values were to be reverted to original, they must be computed like
dk_value * 100 / 255.
Also, the FearStronger function needs to be repaired, not disabled, if it
doesn't work correctly.
3. other
There are a lot of changes there. This will probably have to be divided into
smaller sets and discussed.
All the changes which I considered acceptable are already commited, those are
the changes which feel questionable for me.
Original comment by mefistotelis
on 14 Dec 2014 at 9:53
[deleted comment]
1. Personally I have no problems with how the boulder is now.
2. I did take the fearwounded value *100/255. Creature fear was 30 in vanilla,
that would mean 11,67 in FX. I took 12.
I do think it is beyond repair now, the entire system was a nice idea, but just
doesn't work. It is really strange to give the player a button that when
clicked makes half is army totally ineffective. You now have to disable 'flee'
when you do fights.
What is it you wanted to accomplish with this change?
3. These are the changes that - next to fear and dexterity - where to most
questionable to me. A lot more so then the spell costs for example. Some of the
new creature skill-sets don't work out, and even DragonsLover mentioned he was
going to fix those in the next version of his patch, but he never got around to
it.
I like the new training values from DL, but new skills in general make maps
play out very differently between FX and vanilla. Plus it isn't really solving
problems but introducing them instead.
* Giving ghost new room attraction makes a huge difference between how maps
play out, or in other cases, has no effect.
* Thieves are annoying now, and always get themselves killed with the new job.
* Monks and Witches now also have jobs which make them annoying to deal with.
* Hell_Hounds die much to quickly with fireball, and make them effective
first-person ranged fighters.
* Hell_Hound seeing invisibility makes invisibility weaker still, there are
already quite a few creatures that can see invisible foes.
* Rebound on the warlock is too powerful a spell for such a weak and cheap
creature. There is a reason mostly heroes have it.
* Speed on the tunneller is only there to make it more like an imp. Differences
are good.
* Hail on the vampire is also a big issue, this is a defensive creature given a
powerful ranged spell that could help him train faster. In case of fast melee
opponents it doesn't help him because he will have to fight melee, slow melee
opponents now die too quickly to him because he has much more DPS, and ranged
heroes almost all have rebound, causing the vampire to die too quickly.
Original comment by Loobinex
on 14 Dec 2014 at 11:00
Original issue reported on code.google.com by
Loobinex
on 12 Oct 2014 at 1:24