Takes a while to get level 10 Dragons, especially if you only have a Demon Spawn farm. :P
I noticed something too.
If you add damage to the Whirlwind spell, it only damages doors (Quite affective actually) but not creatures.
Takes a while to get level 10 Dragons, especially if you only have a Demon Spawn farm. :P
I noticed something too.
If you add damage to the Whirlwind spell, it only damages doors (Quite affective actually) but not creatures.
Dungeon Keeper 2 Patch: With More Balance and Pie [Hiatus]
Forever Hiatus. Probably. Latest Version: 3.5 w/Levels 1-11 Revised.
The Awakening: GM Powers Activate!
Tesonu is napping!
This is how damage is computed, and applied to creatures on every game turn:
"Full power distance" is the rage where damage equals 150, at larger distances is goes down and reaches 0 when decaying distance ends.Code:long get_word_of_power_damage(const struct Thing *efftng, const struct Thing *dsttng) { long distance; distance = get_2d_box_distance(&dsttng->mappos, &efftng->mappos); return get_radially_decaying_value(150,640,640,distance); wop max damage ---^ | ^--- decaying distance | full power distance }
So - the damage ends if a creature is pushed back by (640+640)/256 = 5 subtiles (one slab is 3x3 subtiles).
Last edited by mefistotelis; January 2nd, 2010 at 03:40.
I found the error!
Range was given in incorrect units - it was too large and became negative after some computations. I changed it from 2048 into 8, and now it works fine.
After fixing it, the spell became IMPOSSIBLY POWERFUL!
With one blow it can easily kill 20-30 enemies...
I will have to reduce its damage (originally 4000) and range (originally 8).
EDIT:
I reduced its damage to 1500, range to 3 and max level to 8. Looks like it's still too powerful - at level 8 the damage goes up to 5700 and range to 11 subtiles.
Last edited by mefistotelis; January 2nd, 2010 at 15:51.
Can you bring it more in line with other spells, say, the meteor spell which has a damage output of 100. Damage up to 1500 is insane!
4000 damage points? That's even much than an Avatar with full health!
But I don't catch it, in the "code" window you shown, you indicated that 150 is the WOP max damage so, why increased to 4000? Am I interpreting it wrong?
I'm wondering if Bullfrog decided to intentionally cause that bug because it was too much overpowered...
I agree with Duke, the WOP spell should have a low damage value (around 100) to "hurt" nearby enemies around, not killing them!
Last edited by DragonsLover; January 2nd, 2010 at 21:54.
I like dragons! They're the center of my life! I'll never forget them...
Yeah, like kill all Imps and maybe some flies but to remember it is already powerful for having the highest potential. It is only for level 10 creatures for a good reason. It is an instant hit attack that affects all creatures surrounding. That can be alot... good to use at the DH to take out the annoying Imps though.
Dungeon Keeper 2 Patch: With More Balance and Pie [Hiatus]
Forever Hiatus. Probably. Latest Version: 3.5 w/Levels 1-11 Revised.
The Awakening: GM Powers Activate!
Tesonu is napping!
WoP makes damage in two ways: when casted, there's a "initial blow" first, and then "persisting damage zone".
The code I put there is for "persisting damage zone", but later I noticed that the "initial blow" is intended to be a lot more powerful:
Initial blow code:
Code:struct SpellInfo spell_info[] = { [...] {0, 0, 0, 14, 28, 0, 8, 4000, 4},// [24] WORD_OF_POWER ^ ^ range--| |--damage [...] }; [...] void creature_cast_spell(struct Thing *caster, long spl_idx, long a3, long trg_x, long trg_y) { [...] spinfo = &spell_info[spl_idx]; // If the spell has range, then make area damage if (spinfo->range > 0) { explosion_affecting_area(caster, &caster->mappos, spinfo->range, spinfo->damage, spinfo->hit_type); } }
Last edited by mefistotelis; January 2nd, 2010 at 22:28.
Does the damage increases with distance? Because if so, I'd do the opposite: stronger near the creature, weaker for those away so that, instead of starting with 1500 up to 6000 (or much), starting with 1500 and DECREASE to 0. That would have more sense.
I like dragons! They're the center of my life! I'll never forget them...
No, it decays with distance. Actually, it now uses the same function as persisting damage - get_radially_decaying_value(), only with different parameters.
BUT - the maximum increases with creature level (like all other values - 35% per level).
This spell should definitely be the most powerful one - but it will require some tests to configure it properly. I just changed the maximum to 150, and it still seems a bit too powerful (killing lv5 barbarian with lv10 vampire requires 3 blows).
Last edited by mefistotelis; January 2nd, 2010 at 23:11.