yvsarkisyan / keeperfx

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Remove DragonsLovers patch from default installation #393

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
DragonsLover made a patch to modify the game, which has been included in the 
KeeperFX default installation. The patch serves to keep bugfixes from changing 
the original gameplay, but has also introduces changes to the gameplay which 
are considered personal preference, and introduces an issue where creatures 
fail to hit their opponents.

It has been decided to remove the patch from the default installation, and 
instead allow DL to distribute his patch seperately to people interested: 
https://keeperklan.com/threads/2705-Modifications-of-my-upcoming-patch/page2?p=4
3252&viewfull=1#post43252

Fixes to the game, that do not cause maps to play out hugely different between 
Dungeon Keeper and KeeperFX may be kept.

Original issue reported on code.google.com by Loobinex on 12 Oct 2014 at 1:24

GoogleCodeExporter commented 9 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:

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
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:

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
[deleted comment]
GoogleCodeExporter commented 9 years ago
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