Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod
Posted: Fri Aug 05, 2016 11:27 pm
Yep that's the latest version.
Official Legend of Grimrock Forums
http://grimrock.net/forum/
Ok, that also means firearms will be the worst choice for imported parties. (And/Or the best choice for level 1 parties...)minmay wrote:Weapons can still scale in other ways, like how you find better firearms as you progress in the mod. Otherwise it would be impossible to balance weapons with different cooldowns, or dual-wielding with non-dual-wielding, because those scale with stats at different rates too.
Exactly. Not to mention dual wielding and throwing.AndakRainor wrote:More generally, the lowest cooldown weapons will always win at high enough champions associated attributes, but I guess we can't do anything about that.
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Level 1: 0
Level 2: 1000 Δ 1000
Level 3: 3000 Δ 2000 ΔΔ 1000
Level 4: 6000 Δ 3000 ΔΔ 1000
Level 5: 10000 Δ 4000 ΔΔ 1000
Level 6: 15000 Δ 5000 ΔΔ 1000
Level 7: 21000 Δ 6000 ΔΔ 1000
Level 8: 28000 Δ 7000 ΔΔ 1000
Level 9: 36000 Δ 8000 ΔΔ 1000
Level 10: 45000 Δ 9000 ΔΔ 1000
Level 11: 55000 Δ 10000 ΔΔ 1000
Level 12: 75000 Δ 20000 ΔΔ 10000
Level 13: 100000 Δ 25000 ΔΔ 5000
Level 14: 150000 Δ 50000 ΔΔ 25000
Level 15: 200000 Δ 50000 ΔΔ 0
Level 16: 250000 Δ 50000 ΔΔ 0
Level 17: 300000 Δ 50000 ΔΔ 0
Level 18: 400000 Δ 100000 ΔΔ 50000
Level 19: 500000 Δ 100000 ΔΔ 0
Level 20: 1000000 Δ 500000 ΔΔ 400000
Level 21: 2000000 Δ 1000000 ΔΔ 500000
Level n: 1000000*(n-18) Δ 1000000 ΔΔ 0
Also consider that a melee fighter who is also good with ranged weapons, spells and alchemy has more options to deal with specific fights. I don't know if we have fights like this in the mod, but melee can be dangerous in some situations for example (seen in many games!).minmay wrote:Furthermore, once you have a few skill points, the value of additional skill points drops sharply. The impact of the points getting a weapon skill to 5 (plus backstabbing), and the points to get your desired spells, is huge. The impact of the points you spend after that, tacking on a little extra damage or a little extra defense, is extremely small by comparison.
So you can give smaller-than-4 parties extra experience and extra skill points but it mainly helps them in the early game and has very little impact later. They will just hit their "soft cap" sooner - which is already lower than a full party's "soft cap" because the full party can use more attacks/spells at once due to having more cooldown slots.
That seems very complicated, and could feel weird with import champions option depending on the implementation. The simplest way I can think of for now would be a dynamic experience bonus for any party size, to smooth the curve.minmay wrote:Since we can draw over the builtin GUI, it's not very difficult to change the experience curve entirely. However that might be overkill and wouldn't change the skill point returns issue in any case. Perhaps level 19 or 20 being an effective cap is desirable.
That could be fun, even in addition to the smoothed experience curve and new skills traits. Not very important note about it; Toorum is not faster because he is alone, but because he is Toorum (but who cares about that! You get it because the gods wanted it, that's the story )minmay wrote:In Grimrock 1's Toorum mode, sure, you got slightly more skill points and stats than a regular party, but the main things that made it not suck were 50% faster movement, 40% faster turns, and halved cooldowns. I think unique advantages like that are the only way to make solo/small parties feel good without totally overhauling the skill system. Of course an experience/level/skill point boost is better than nothing if you want to buff smaller parties.
I started working on the last shared files today (R040), your idea works well!minmay wrote:UNRELATED: I just thought of a way to fix the custom "not enough energy" message: define a spell with a "valid" gesture that cannot actually be input by the player, like 121, and a manaCost of math.huge. When a champion tries to cast a spell pack spell with a variable energy cost, and they don't enough energy, return false from that onCastSpell hook but call champion:castSpell(121). Then you get the proper effects for casting a spell without enough energy.
Could be [is so]... But also, the LoG1 party are all chained at the hip to one another; and Toorum is not.AndakRainor wrote: Toorum is not faster because he is alone, but because he is Toorum
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defineCondition
{ name = "might",
uiName = "Might",
description = "Doubles strength, dexterity, vitality and willpower.",
icon = 0,
iconAtlas = "mod_assets/ext/spell_pack/conditions/might.tga",
beneficial = true,
harmful = false,
tickInterval = 0,
onStart = function(self, champion)
local ordinal = champion:getOrdinal()
for att,tab in pairs(spells_functions.script.might) do tab[ordinal] = champion:getCurrentStat(att) end
end,
onStop = function(self, champion)
local ordinal = champion:getOrdinal()
for att,tab in pairs(spells_functions.script.might) do tab[ordinal] = 0 end
end,
onRecomputeStats = function(self, champion)
local ordinal = champion:getOrdinal()
for att,tab in pairs(spells_functions.script.might) do champion:addStatModifier(att, tab[ordinal]) end
end,
onTick = function(self, champion)
local ordinal = champion:getOrdinal()
for att,tab in pairs(spells_functions.script.might) do tab[ordinal] = champion:getCurrentStat(att) - tab[ordinal] end
end,
}