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Post by UrQuan on Feb 23, 2014 4:27:18 GMT
Section 245 doesn't bring about instadeath, but Section 97 can. Also, Section 338 is practically the same text as 245, yet tells you to add the Grand Huntmastery bonus as well. My guess is maybe the Grand Pathmanship bonus on 99 perhaps might have been intended to be Grand Huntmastery. My point was that you avoid the 15%/3% instadeath if the Bow shot is an automatic success. Hmm, they are quite different though. I just think it's very clear that there is not supposed to be a bonus since there is no reminder for it. If you want to take the liberty to apply it that's fine though.
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Post by bobamatt on Feb 23, 2014 5:08:11 GMT
I'm trying to start book 13 from a book 12 saved game. When I click on "When you are ready to begin your adventure, click here" or "Begin" I get the message "You must select one (or More) Weaponmastery proficiencies before you may proceed" I have all the Weapnmastery boxes checked.
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Post by Dave on Feb 23, 2014 5:20:11 GMT
bobamatt, Check both Grandmaster and Magnakai weaponmasteries! (click the "G" or "M" button on the weaponmastery section of the Action chart). Let me know if that doesn't help.
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Post by bobamatt on Feb 23, 2014 15:32:48 GMT
Yes, all the boxes are checked under the Magnakai tab and I have two boxes are checked under the Grand Weaponmastery tab.
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Post by Dave on Feb 23, 2014 16:45:01 GMT
Hmm - perhaps my fix for jdubs issue (non having all Weaponmasteries) has stemmed this issue... I'll look into it in the code, and get it fixed.
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Post by Dave on Feb 24, 2014 5:34:18 GMT
bobamatt, this issue is fixed for next release.
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Post by bobamatt on Feb 26, 2014 4:12:37 GMT
Thank You!
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Post by UrQuan on Mar 3, 2014 11:47:44 GMT
Some more minor by-the-book stuff:
You are not supposed to be able to switch weapons mid-combat. Of course there is no official "wield" mechanic at all so this is not completely clear, but comparing this to some combats where you are caught at an inopportune moment, it takes several rounds for you to get rid of your unarmed penalty even if you have a weapon. I also know what one round of combat is supposed to represent only a single strike. On the other hand, there should be almost no incentive to switch weapons mid-combat in by-the-book in general, except for the Helsezhag in some rare cases. I also noticed this bug (or perhaps feature?) that the Helsezhag drains EP if used after the first round, regardless if was the first round it was used in or not. It might be an idea to leave it like this though since otherwise there would be this very obscure tactic in Hardcore where you would want to start round 1 with a two-handed weapon, switch to the Helsezhag for the second round, and then finally to a normal weapon.
Also, Intelligent Autoheal should probably not be enabled by default for by-the-book, and strictly adhering to the rules Intelligent Damage should not either.
And some clarification on this very minor Limbdeath issue. When you get infected by Limbdeath 2-handed weapons are automatically unwielded (even though Limbdeath does not restrict 2-handed weapons even on Hardcore) When it is removed in section 2 all weapons automatically unwield.
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Post by Honza on Mar 3, 2014 13:59:23 GMT
... You are not supposed to be able to switch weapons mid-combat. Of course there is no official "wield" mechanic at all so this is not completely clear, but comparing this to some combats where you are caught at an inopportune moment, it takes several rounds for you to get rid of your unarmed penalty even if you have a weapon. ... I remember this was introduced when people in book 2 forgot to equip Sommerswerd, and then were doomed to death when fighting Helghast, and not being able to use it. Like you said, there is no two-handed weapon rule in by-the-book, so the ability to switch weapons is more likely an issue for absent-minded players (like me). I consider the Helshezag bug to be a feature
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Post by Dave on Mar 3, 2014 16:42:33 GMT
UrQuan, thanks for pointing out those potential issues. The wielding mid-combat thing has to stay for the exact reason Honza mentioned. Nothing (believe me, it happened to me, too!) is more frustrating than starting a fight with a Helghast, realizing that you didn't equip a weapon that could kill it, and then slowly dying, as you deal no damage, despite having a weapon in your inventory that could have killed it! I *do* restrict switching equipped weapons on those sections where you "lose the weapon in your hand", or similar, like in book 8. Since Joe Dever didn't really have an "equip" mechanic, as you say, some of that is just my prerogative.
Speaking of prerogative, since the Rules are obviously open to some interpretation (such as what is meant by "when in combat", or even "combat damage"), your interpretation of what By-the-book means is simply different than mine. However, those options, while on by default, can be turned off, and will stay off when you subsequently click "By the Book". Since they are simply an attempt at greater realism, that I prefer, I think I'll probably leave them on by default.
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Limbdeath issue is curious - so, you are saying that you can just re-requip your two-handed weapons with Limb-death? And they work just like normal in combat? I'll have to look into this. I think it is supposed to prevent their use...
------------
On another note - I've worked out the new RNT seeding/tracking/checking routines, and everything is working brilliantly. This will add a great layer of reliability with Hall of Fame validity checking. Any games that are started with 1.14.4 or beyond will include this tracking/checking feature. (1.14.4 release coming soon.)
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Post by UrQuan on Mar 3, 2014 18:37:35 GMT
UrQuan, thanks for pointing out those potential issues. The wielding mid-combat thing has to stay for the exact reason Honza mentioned. Nothing (believe me, it happened to me, too!) is more frustrating than starting a fight with a Helghast, realizing that you didn't equip a weapon that could kill it, and then slowly dying, as you deal no damage, despite having a weapon in your inventory that could have killed it! I *do* restrict switching equipped weapons on those sections where you "lose the weapon in your hand", or similar, like in book 8. Since Joe Dever didn't really have an "equip" mechanic, as you say, some of that is just my prerogative. Speaking of prerogative, since the Rules are obviously open to some interpretation (such as what is meant by "when in combat", or even "combat damage"), your interpretation of what By-the-book means is simply different than mine. However, those options, while on by default, can be turned off, and will stay off when you subsequently click "By the Book". Since they are simply an attempt at greater realism, that I prefer, I think I'll probably leave them on by default. --------------- Limbdeath issue is curious - so, you are saying that you can just re-requip your two-handed weapons with Limb-death? And they work just like normal in combat? I'll have to look into this. I think it is supposed to prevent their use... ------------ On another note - I've worked out the new RNT seeding/tracking/checking routines, and everything is working brilliantly. This will add a great layer of reliability with Hall of Fame validity checking. Any games that are started with 1.14.4 or beyond will include this tracking/checking feature. (1.14.4 release coming soon.) I admit that I am a fan of streamlined game mechanics over absolute realism. More than anything I hate the type of "pressing water out of stone" stuff like the project Aon footnote in Castle Death about the Towel from Barrakeesh. The Intelligent Damage option is completely fine, although it does make some books a lot easier, and often you don't care at all about the EP lost in most sections as you will just immediately gain them back. The Intelligent Healing option I must say I personally disagree with though. Very often there is a huge discrepancy in the time span of different section, lasting from a few seconds to several days. Both of those heal one point of Endurance. That seems like a bigger realism issue than some sections healing EP where it's not completely thematic. That game mechanic was not really meant to be realistic in and of itself, just simulating the "constant healing" effect on a bigger scale. But you are right that it's a question of interpretation. Joe Dever especially was really winging it with the game mechanics in general, and there are some huge inconsistencies between the books and between different series, even in the Mongoose editions, that leave a lot of room for interpretation. You can wield 2-handed weapons with Limbdeath even on Hardcore, yes. They work like normal. And weirdly all weapons unwield when you get rid of Limbdeath.
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Post by Dave on Mar 4, 2014 7:45:33 GMT
Fixed the Limbdeath stuff in book 5. Now, it will only "unwield" your weapon if you've got a two-handed weapon in hand (and includes a handy pop-up message telling you that your two-handed weapon is no longer wielded). It will not allow you to equip a two-handed weapon until you get rid of limbdeath. And once you do, it won't unwield any weapons for you (and pops up a handy reminder that you may want to ensure that your preferred weapon is equipped, in case you prefer to use a two-handed weapon.)
I got all of the stuff regarding RNT generating and tracking down pat. It seems to be working very well indeed. I will run a couple of more tests (kill process directly tests), and hopefully will be able to post the new release as soon as tomorrow.
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Post by UrQuan on Mar 4, 2014 10:10:51 GMT
The Cener Robe and Cener Mask in book 13 should probably be undroppable, or alternatively you could implement the project Aon errata from section 292: (Erase the Cener Robe and Cener Mask from your list of Backpack Items, but note in the margin of your Action Chart that you are now wearing them.) and in sections 77/304: (As you are wearing these items rather than carrying them, you need not discard any Backpack Items in their favor.)
The original text explicitly says that they take up space though and that you need to discard items in their favor, so it's up to you which implementation you want. Probably there should be some measure against dropping them immediately after sections 77/304 though, as unlike stuff like the Korlinium Scabbard and Green Mask in book 12 which take up no space, you have some incentive to get rid of them.
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Post by Dave on Mar 4, 2014 18:57:56 GMT
I think that makes a lot of sense.... I can easily accommodate this change. However, is there any specific moment in the book when LW takes them off? Or should I just remove the "note from the margin" (Notes tab in Seventh Sense Action chart) on finishing book 13?
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Post by Honza on Mar 4, 2014 19:32:35 GMT
I think that makes a lot of sense.... I can easily accommodate this change. However, is there any specific moment in the book when LW takes them off? Or should I just remove the "note from the margin" (Notes tab in Seventh Sense Action chart) on finishing book 13? Section 220
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