Forum

Poster:
Date Posted: 16 May 2010, 11:03am
Combat
Any chance you can make it so that if I change what part members are doing in combat they stick with it until I tell them otherwise?

I believe if you tell them to target a monster they stay targeting it until it dies (which is cool) I just want the same for spells too, i.e. if I cast heal on a guy, I don't want to stop casting heal until he is fully healed, I've run out of heal spells or I change the caster to do something else. Same with flame, etc.

Also would be good to have an "all party" action button so with one click I can make them all attack one monster in a group.
 
Poster: Mutant
Date Posted: 17 May 2010, 01:41am
Re: Combat
First one sounds reasonable... altho maybe it'll be an option...

All party should be fine too.... altho it would be literally the whole party, so if you have some guys on defend, they'd start attacking too.

Will probably be re-working how the menus work some time soon.
 
Poster:
Date Posted: 26 June 2010, 13:23pm
Re: Combat
Question: Why are bronze helmets worth more money but have less defence factor than steel helmets?
 
Poster: Mutant
Date Posted: 26 June 2010, 21:26pm
Re: Combat
Err, good question... I've changed that :)
 
Poster: Greebs
Date Posted: 04 July 2010, 00:16am
Re: Combat
Ah... this explains a few things.
All my characters were rocking steel helmets when I re-activated my party.
But steel helmets are no longer the best, bronze helmets have a higher defence factor.
I was confused.
Steel should be tougher than bronze.

Perhaps you could swap them around?

For more info, see here:
http://videosift.com/video/Mitchell-and-Webb-Bronze-Age-Orientation-Day
 
Poster: Mutant
Date Posted: 04 July 2010, 02:40am
Re: Combat
Yeah, fair enough... I've swapped them...

P.S. Love Mitchell & Webb :)
 
Poster: Greebs
Date Posted: 04 July 2010, 02:47am
Re: Combat
Cheers.
Ha, now I'll have to go sell all these bronze helmets I've been buying!
... the salesman said they were the best around at the time ...
No bother tho. :)
 
Poster: SJD
Date Posted: 08 July 2010, 21:38pm
Re: Combat
One change I would like to see regarding combat logic is what happens when you have less party members than foes. Currently if you choose to attack a certain foe you will continue to attack them until dead (good). But if for instance you have just started a fight (and perhaps it is while you are offline so cannot choose targets), then your party members will attack targets seemingly at random. It would be much more preferable if after choosing a target at random (lets say at the start of a fight or after having just killed a manually targeted creature) that particular party member continues to attack that randomly targeted creature until dead. Perhaps this is easier to explain by way of example;

For simplicity, assume I have a party of one guy, and get attacked by three goblins.

Round one;
Three goblins attack party member
Party member randomly attacks a goblin

Round two;
Two healthy and one wounded goblin attack party member
Party member again attacks a random goblin

Round three;
One healthy and two wounded goblins attack party member
Part member again attacks a random goblin

And so on. This most often results in the fight going on longer and the chance of your party member getting hit goes through the roof versus the same fight if micromanaged by an actual player which looks more like this;

Round one;
Three goblins attack party member
Party member attacks a random goblin

Round two;
Two healthy and one wounded goblin attack party member
Party member attacks the same goblin which might kill it

Round three;
Two healthy goblins attack party member
Party member randomly attacks (chooses to attack until dead) one of the remaining goblins

As far as I know there is no reason to ever want to weaken an entire attacking force evenly (at random), as this generally results in much worse outcomes like;

*) The attackers flee without you having killed any of them, thus gaining no experience
*) The attackers get far more attacks on your party member than if you had micromanaged, thus losing more gear durability and potentially more hp than necessary
*) More and more creature parties end up wandering around with every member half dead rather than just being a reduced number. This will become more and more of a problem with garrisons continually weakening creeps rather than diminishing their numbers. If the numbers were instead reduced, you could look at introducing a 'packing' type behaviour where small creep parties might try to join up to create a larger (but not bigger than the max size for a new group) more survivable mob. With some simple logic surrounding affinity of creature types and some sort of abstract party strength index you would end up with nice autonomous behaviour and variety of creep group.
 
Poster: Mutant
Date Posted: 08 July 2010, 21:55pm
Re: Combat
Yeah, sounds reasonable... and should be pretty easy to implement...

Also, for parties of more than one character, they could select a random target, even if that target is already selected by another char. That means targetting is not completely useless (besides just targetting tougher opponents).

Will add this to the next release.
 
Poster: SJD
Date Posted: 08 July 2010, 22:37pm
Re: Combat
Cool. I figured the principal applied regardless of party size - it was just easier to demonstrate with a single character party =]
 
Poster: Mutant
Date Posted: 10 July 2010, 00:59am
Re: Combat
Ok, this has been added now.