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Programming / Re: LambdaHack and new content
« on: May 27, 2015, 04:08:54 AM »Created some more books that can be used to boost your stats. One such is book of close combat, that gives 3% damage to close combat, but 3% penalty to ranged one.
Fun stuff, as well as the librarian that often carries those. From my experience in my games (but YMMV), 3% bonus to damage dealt is not worth an equipment slot, and if there's a penalty, it's not even worth the turn spent picking it up. OTOH, if you scale up the bonus and the malus, players may be tempted to wear some items for melee combat and take them off for ranged combat. Which may be fun on levels with corridors, where you risk that you start a fight with wrong equipment, but is rather tedius on open levels, where you just need to remember the routine. The joys of endless balancing.
I would like to avoid encouraging micro-management as much as possible. But if 3% is too little for player to consider using the item, I think I'll scale it upwards a bit and maybe introduce some variation to score too.
QuoteI also noticed a bug in the engine. If your character has maxed equipment (as many items equipped as possible) and you try to equip one more, the game crashes with error message: execFailure: cannot equip any more items
Thanks a lot. Could you give the the git hash (or commit message) of the commit on the LH master branch that you work with? Also did it happen when the player's leader tried to equip, or another player's actor or the AI faction?
It's commit 06ee15ce77d656b1b23a7ab898150ac41d7eebef (Fix followers that got stuck when leader targeted unwalkable tile). I haven't checked what changes the latest LambdaHack has, I should update sometime soon.
From the error message, it was bname = "Hero 1". It wasn't AI controlled at this time, but by me.
QuoteLambdaHack has pretty refreshing take on inventory management and used items. I like that I'm able to equip several weapons that boost my stats and use the strongest one in combat.
I'm glad to hear that. The idea was to make the inventory management as automatic as possible, given that the player controls many actors and also given that newbies should be taken care of until they learn to make their own equipment choices (the 'make your own detailed equipment choices' part is partially WIP, e.g., we still don't have a way to order the actor to attack with a particular weapon).
Great, looking forward to see what kinds other new stuff the future will bring.