Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

Create an account  

 
5.61 Brainstorming

I disabled the save/reload of RNG seeds kyrub added to the game as well as the one from the original. In the last game I played, I found two of the exact same items, and this probably has something to do with that.

Which raises the question, do we even want to have save-scumming prevention, and if yes, in which areas? He added it to lair treasure and hero summoning (not sure how effective it was in the first place, I think I did get different spells from treasure if I reloaded anyway?) which are possibilities, and I think war declaration decisions for the AI are another possible area.

But is there a point? If people don't want to reload for better items or less war declarations, they can choose not to. Is there a reason to force them not to? Probably not? (Or maybe based on difficulty?)

Edit : One more question. This update will overhaul the way movement points and movement changing effects are applied in combat to eliminate inconsistencies and abuse potential. Which means, we can now think about enabling Endurance for combat - applying the extra move correct is no longer an issue and happens automatically. Doing that could effectively return us to the old state of the game where "+2 armor" was a valid in-combat buff, except with a higher cost and added movement. However, we wanted to avoid extra movement in combat, especially in common because of the power level - specifically the ability to outrun enemy forces and stall, or if the enemy is stalling, the ability to catch them. 1 Movement might not do either all the time, but cases where the armies have the same movement speed or the difference is only 1 is reasonably frequent. So I think this outweights the benefit of getting back our +2 armor spell (which we might not even need anyway, haven't played life in a while but Life Trolls will be the next one to try). There is another new element in this solution, Endurance is valid for summons while the old holy armor wasn't. So even without movement it's a more effective option. So I guess that makes the question, does everyone agree we want to keep Endurance an overland only spell?
Reply

AFAIK Kyrub's approach to treasure seed in Insecticide resulted in semi-fixed treasure: The treasure categories would remain constant, the actual treasure would not. So a treasure site that, for example, granted 2 picks (i.e. books/retorts) and a spell would always grant 2 picks and a spell, but those picks and spells would vary based on reload.

I'm torn. On the one hand, I feel like I personally end up spending way too much time reloading to get good results from ruins, especially when it comes to additional books/retorts, and it does feel a little tedious. On the other hand, a) I could alternatively just learn to cultivate some willpower, and b) the thing with spellbook and retort picks is that they can very easily end up being entirely useless depending on the situation. There's a few retorts in particular that are geared towards the early game or specific strategies and synergies, and picking up the wrong one just doesn't feel like a fun reward. And of course whether a retort/book is a useful reward or not is very situation dependent, so it's not really something that can be factored into the calculation. If I've conquered Arcanus, am deadlocked in a struggle with the Myrran "boss" and need something that'll give me the extra muscle to break through, Charismatic could not possibly be less useful to me. On the other hand, if I crack a tough encounter site early in the game and grab Charismatic, well that's a big deal. Now it's easier to make nice with my neighbours while accumulating powerful mercenary armies.
Reply

The treasure categories are rolled when the new game is started. They are not random beyond that point, never was.
His changes were supposed to make the actual treasure the same after reloading, unless a turn was played or another treasure was found... but I'm not entirely sure that worked as intended. And even if it did, playing a turn (or opening another lair first) and trying again still gets around it. Unfortunately the RNG seed used for this was a constant that only changed on ending turns or finding treasure. So every time you launched the game and found treasure immediately that turn, it used the same seed which, if the "treasure categories" were similar enough, resulted in the same items generated.
Reply



Forum Jump: