-
Notifications
You must be signed in to change notification settings - Fork 276
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
feat(balance): strength affects movecost of drawing bows #4145
feat(balance): strength affects movecost of drawing bows #4145
Conversation
What are the values in a typical situation? Sounds like it will only matter if you're debuffed into uselessness or using hydraulic. EDIT: By typical situation, I mean "weak starting character" and "someone actually min-maxing bows to check if they're unbalanced" |
Values seem to be about what is seen above (though using a quiver or high hand encumbrance should push the values down and up, respectively) by default for all arrow handling, at or near 200 moves. Max seems to get hit at about 4 times the strength requirement of the bow but tends to actually reduce it to half in practice instead of down to a quarter, so making it uncapped should work without causing any weirdness if desired. Making it go up if you're under the strength threshold could also be done maybe, since unlike with The real issue is I dunno the most elegant way to make it scale up faster once you exceed the strength value, hmm. |
Leaving this one for @Coolthulhu to weigh in on now that being below the strength requirement makes draw cost slower. |
Purpose of change
This essentially serves as a followup #3575 by making strength also matter for drawing bows, which in turn gives a potential advantage to retaining a bow that's below what your strength could support instead of upgrading to one with higher damage.
Describe the solution
In character.cpp, set
Character::item_reload_cost
so that weapons that haveSTR_DRAW
and a strength requirement gain a reduction in movecost if your strength exceeds the requirement. Same general idea as theSTR_RELOAD
effect right next to it, two main differences:STR_RELOAD
which has a universal threshold to exceed.Describe alternatives you've considered
Screaming.
Testing
Longbow, before:
Shortbow, before:
Longbow, after (same numbers as before):
Shortbow, after:
As can be seen, actual reduction with the shortbow is ~88-90% instead of 80%.
STR_RELOAD
has the same issue whereCharacter::item_reload_cost
isn't the entire source of the total movecost as well, though given skill also affects the movecost it feels acceptable to have it not scale as aggressively.Also, examples of longbow at 8 strength and 5 strength (lowest you can fire-at-penalty before it disallows drawing it), respectively:
As before, the total impact on movecost doesn't come out to exactly 200% movecost at half strength due to whatever other factors are involved, but probably for the best to not make the bonuses excessively extreme anyway.
Additional context
Checklist