Combat Revised... again.


Whew, okay.  There is a reason I have not posted the damage algorithms post-mortem, and that is because I keep finding and fixing damage algorithm problems, as well as making optimizations based on new knowledge and feedback from players.  Here's a list of some of the major revisions:

  • Enemy accuracy now is properly applied.  I had recorded all the monster's accuracy, but I didn't even realize I had missed actually applying the number to the combat algorithm.
  • Fixed a logic error that made it possible for enemies to actually "Miss" even though they had connected when dealing with multiple attacks.
  • Monsters could deal 0 damage.  This should have been a minimum of 1.  There was a logic error that was making that happen, and it has been corrected.
  • Player hit accuracy is now also *actually* implemented.  As I had started to work on the post-mortem write-up, I realized I did not actually include this very simple stat.  Now, it looks like I had implemented it in earlier versions of the combat algorithm, but I must have missed it during subsequent revisions when new plug-ins became available.

NOTE: the correct implementation of Player Hit Accuracy may have the unintended side-effect of breaking your save game.  It may also not affect it much at all; I have not done extensive testing.  It may just lower your accuracy slightly across your playthrough if you already started one.  You may not even notice it.

  • When enemies and players connect on zero hits, a "Miss" dialog over the enemies will appear along with the 0 damage.  This was one of the major implementations that I wanted and I found a way to make it work.  It is a purely cosmetic change.
  • Enemies can never critical, but players can on hits.  Not every hit is a critical hit, however, so it was a little confusing to know when you had connected with a critical.  When you do connect with at least one hit, it will now display as critical appropriately.  The algorithm for critical hits was fine and the right damage was being applied, so this is purely cosmetic.
  • Armor weight is now properly implemented and taken into account with evasion.  This is another thing that I had in the guts of the engine, but never actually used for God-only-knows why. 

Files

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Jun 08, 2021
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