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The Current State of Arena Challenge The fifth and most recent tournament was completed on 6/10/15, with Floss Thrice Daily, Managed by Tunicate, prevailing over Paranoid Ant-droid! Here is a link to the preliminary, opening free-for-all brawl. The actual tournament follows shortly after. Please note that this OP is quite out of date at this point. Posters are currently discussing how to continue with a new thread. Welcome to Dwarf Fortress Arena Challenge! The dwarf Happy Fun Stuff denies Ripper the strangler. credit: PublicOpinion In this thread, you create a character by selecting its name, race, skills, and equipment. Your character is then entered into a tournament with a multitude of other player-created characters. I run the entire tournament with the help of Jazzimus Prime's excellent site, stage each fight on my computer by creating each character in the testing arena with my latest, modded version of dwarf fortress. I will then post screenshots, link the combat log (example), and provide my own commentary on the fight. The loser is eliminated (generally) and the winner wins a bounty and advances to the next round of play. Essentially, you are the player and I run the game. You can view a bracket and schedule of the current round of play on the Arena website. The thread for registration and tech support is here. Arena For Tournament Four, characters will be starting on opposite ends of the central ring of the modified testing arena, shown here: Now edited with patented Fairfighttm technology to provide exactly ten steps between opposing parties, but plenty of room to maneuver otherwise! The even number of steps between combatants means that faster fighters will almost always end up with first strike, as intended. Note that Battle Royale events may have radically different arena formats, generally involving fire and great height. FAQ 1) What's going on? Is this the succession thread for dwarf fortress? Dwarf me! Hammer lord, hammer lord!!! Answer: No, this is something completely different! We take advantage of the newly-improved combat system in Dwarf Fortress to put together a fun Let's Play experience! Everything here is done in the "Object Testing Arena" in Dwarf Fortress. Now's your chance to finally get that hammer lord, though! 2) How many people per tournament? Answer: It varies. Recently, we've been able to do at least 64-man tournaments. Any late sign-ups are generally thrown into a "Battle Royale" free-for-all for the last slot or two. Team matches and special events are not out of the question for future tournaments. 3) Are these the same skill and item costs as you gave in the games thread/last tournament? Answer: No! Many of the values are changed each tournament in an attempt to make the tournament more balanced and fun. Please check all values used before working on your character! 4) What version of Dwarf Fortress is being used? Will you update as time goes on? Answer: I am using a specially-modified version of 0.31.25, and will not update in the middle of a tournament. I may update the version again for future tournaments. You are encouraged to download my modded game for any testing and experimentation, and are free to import weapons changes and the like into fortress mode if you want to. 5) When is the next Dwarf Fortress succession thread coming?! Answer: I don't know! But check out MATUL REMRIT in the meantime for an incredible fortress mode storytelling experience! What follows are the updated rules. You may want to skip directly to registering a gladiator and check back here later! Playable Races Size is by mass and influences both how much damage is done (bigger characters tend to do more damage) and how easy it is to knock over opponents. Larger characters will attempt to charge at and knock smaller enemies on the ground, giving them a massive speed and damage bonus over their fallen opponents, who often spend a slow turn trying to get back up. However, with high enough dodging skills charging opponents are often avoided and sent rushing by, opening up easy attacks on their back. Small competitors can do almost as much damage as large ones with slashing and stabbing, but bashing and punching works much, much better for big characters. Attributes are always an absolute value, so any given dwarf will have the strength, agility, and other stats of any other. Strength is for dealing damage and improving ability to carry around armor without penalty. Agility improves speed of actions and movement, often allowing a vital first strike. Toughness is ability to resist damage and fainting from pain. Endurance is the ability to keep fighting without becoming tired and eventually passing out from exhaustion. Recuperation is ability to heal wounds somewhat over long fights. Both normal and special unarmed attacks are only sometimes used when an object is not being wielded, and the character will generally prefer the use of the object, especially favoring weapons with which they have higher skill. Martial trances massively boost skills to phenomenal levels for a short time but happen only when facing multiple opponents. Races Each race has a certain point value that it may use to purchase skills and items. Smaller, weaker races receive additional points to make up for their shortcomings and to represent their relative cleverness. Gremlin Size: 12 Agility++ Strength+ Toughness+ Endurance+ Unladen Speed: 1129 Tiny: Dodging skill costs 25% less than for standard races. 1800 points May use 1-handedly: buckler, large dagger, whip May use 2-handedly: short sword, scourge, mace, war hammer Dark Gnome Size: 18 Agility+ Strength++ Unladen Speed: 1077 Tiny: Dodging skill costs 25% less than for standard races. 1750 points May use 1-handedly: buckler, large dagger, whip May use 2-handedly: pick, short sword, scourge, mace, war hammer Kobold Size: 25 Agility: ++ Strength: + Toughness: + Recuperation: + Unladen Speed: 1153 Tiny: Dodging skill costs 25% less than for standard races. 1500 points May use 1-handedly: buckler, large dagger, whip, short sword, scourge May use 2-handedly: spear, battleaxe, pick, mace, war hammer, bow Strangler Size: 40 Strength+++ Unladen Speed: 1029 Has two pairs of arms and three eyes 1375 points May use 1-handedly: buckler, shield, large dagger, whip, short sword, scourge, spear May use 2-handedly: battleaxe, pick, mace, war hammer, flail, long sword, crossbow, bow Note: Modded with [CAN_LEARN] to use skills. Serpent Man Size: 50 Agility- Strength++ Toughness++ Endurance++ Unladen Speed: 992 Lacks legs, but has a tail. Will inject paralyzing venom upon a successful skin-breaking bite. 1300 points May use 1-handedly: buckler, shield, large dagger, whip, short sword, scourge, spear, battleaxe, pick, mace, war hammer May use 2-handedly: flail, long sword, crossbow, bow Soldier Ant Woman Size: 50 Agility++ Strength++ Endurance++ Unladen Speed: 1018 Insect-proportioned body with two pairs of arms Will bite in unarmed combat 1300 points May use 1-handedly: buckler, shield, large dagger, whip, short sword, scourge, spear, battleaxe, pick, mace, war hammer May use 2-handedly: flail, long sword, crossbow, bow Dwarf Size: 60 Agility: - Strength: + Toughness: ++ Endurance+ Unladen Speed: 952 Sometimes enter Martial Trance when facing superior numbers 1200 points May use 1-handedly: buckler, shield, large dagger, whip, short sword, scourge, spear, battleaxe, pick, mace, war hammer May use 2-handedly: maul, great axe, flail, long sword, crossbow Elf Size: 60 Agility: + Recuperation: + Toughness- Unladen Speed: 1048 1200 points May use 1-handedly: buckler, shield, large dagger, whip, short sword, scourge, spear, battleaxe, pick, mace, war hammer, long sword, flail May use 2-handedly: two-handed sword, halberd, pike, bow Goblin Size: 60 Strength: + Endurance: ++ Recuperation: + Unladen Speed: 996 1200 points May use 1-handedly: buckler, shield, large dagger, whip, short sword, scourge, spear, battleaxe, pick, mace, war hammer May use 2-handedly: maul, great axe, flail, long sword, bow, crossbow Human Size: 70 Strength+ Unladen Speed: 977 1200 points May use 1-handedly: buckler, shield, large dagger, whip, short sword, scourge, spear, battleaxe, pick, mace, war hammer, long sword, flail May use 2-handedly: two-handed sword, maul, halberd, great axe, pike, bow, crossbow Molemarian Size: 90 Agility- Toughness++ Endurance+ Recuperation+ Unladen Speed: 956 Do not feel pain Centuar-like body with two arms and four legs 775 points May use 1-handedly: buckler, shield, large dagger, whip, short sword, scourge, spear, battleaxe, pick, mace, war hammer, long sword, flail. May use 2-handedly: two-handed sword, maul, halberd, great axe, pike, bow, crossbow Note: Modded with [CAN_LEARN] to use skills. Tigerman Size: 130 Agility- Strength+ Toughness+ Unladen Speed: 952 925 points May use 1-handedly: buckler, shield, and all melee weapons. May use 2-handedly: bow, crossbow Werewolf Size: 110 Strength- Endurance++ Recuperation++ Unladen Speed: 1000 925 points May use 1-handedly: buckler, shield, and all melee weapons. May use 2-handedly: bow, crossbow Minotaur Size: 200 Agility-- Strength++ Unladen Speed: 941 Will gore with horns in combat 675 points May use 1-handedly: buckler, shield, and all melee weapons. May use 2-handedly: bow, crossbow Troll Size: 230 Agility-- Toughness++ Strength+ Recuperation+ Endurance- Unladen Speed: 936 Will gore with tusks and horns in combat 625 points May use 1-handedly: buckler, shield, and all melee weapons. May use 2-handedly: bow, crossbow Yeti Size: 270 Agility-- Strength+ Endurance-- Unladen Speed: 917 575 points May use 1-handedly: buckler, shield, and all melee weapons. May use 2-handedly: bow, crossbow Note: Must be modded with [CAN_LEARN] to use skills. Size Comparison Charts Please note that these are now slightly out of date, but can still give you a good idea of how the different species compare! Size Comparison Chart by fatedtemp Size Comparison Chart by Boing Size Comparison Chart by ZeeToo Skills The first level of each skill costs the purchase price, and each subsequent level n costs n times the original price, in addition to the price of the previous levels purchased to make it available. For example, if level one of a skill costs 5, level two will cost 10, level 3 15, etc. To actually buy level 3 of that skill from 0 would cost 5+10+15 = 30. Up to level 14 may be purchased in any skill. All weapon skills also give an innate parrying ability when the correct weapon is wielded in addition to improving accuracy and damage dealt. Remember to save some points for buying equipment. Fighting (generally improves all physical combat, generates opportunity-strikes for melee targeting) Cost: 15 Archery (generally improves all ranged combat, especially accuracy) Cost: 10 Axe (used for battle axe, halberd, and great axe) Cost: 30 Sword (used for short sword, long sword, and two handed sword) Cost: 30 Knife (used for large dagger) Cost: 30 Mace (used for mace and flail) Cost: 30 Hammer (used for hammer and maul) Cost: 30 Spear (used for spear) Cost: 30 Pike (used for pike) Cost: 30 Lash (used for whip and scourge) Cost: 30 Bow (used only in ranged combat with bow, for melee get sword skill) Cost: 30 Crossbow (used only in ranged combat with crossbow, for melee get hammer skill) Cost: 30 Misc. Object (used for picks, shield bashing, and stabbing with ranged ammunition) Cost: 25 Wrestling (in unarmed combat: holding enemies in place, choking, breaking joints) Cost: 5 Striking (fists) Cost: 10 Kicking (feet/tail) Cost: 10 Biting (used for both goring and biting attacks) Cost: 10 Dodging (improves the chance to leap away from charges avoid incoming attacks, even when prone) Cost: 20 Shield (greatly boosts chance to deflect attacks with shield or buckler) Cost: 20 Armor (helps avoid armor speed penalty, may be unnecessary with enough strength) Cost: 5 Skill Chart This chart put together by VladTheEater shows how many points it costs to get all the way to any particular level of skill. Note that for any single level of skill, you can subtract the current value of the level that you are at to find how much the additional levels will cost. Equipment Each type of equipment has a set value which is then multiplied by whatever material you choose to get the equipment made out of. All weapons are available in metal, and bows/crossbows also come in wood. Armor is available in metal, wood, and leather, depending on what type of armor it is. Shields are not available in leather. Characters may have a single one-handed weapon, a single two-handed weapon, two one-handed weapons, a one-handed weapon and shield, a shield alone (not recommended), or go entirely unarmed so that they may use wrestling and their special melee attack, if any. The number of hands used for each weapon varies by race. Materials- Format: Material Choice (Price multiplier) Description Cowhide Leather (0.75x) low-weight, very poor stopping power Oakwood (0.75x) low-weight, very poor edge, very poor stopping power Copper (1x) high-weight, mediocre edge, mediocre stopping power Silver (1.5x) very high-weight, poor edge, poor stopping power. good for bludgeoning weapons Iron (2x) medium-weight, good edge, good stopping power Bronze (2x) high-weight, good edge, good stopping power Platinum (2.5x) extremely high-weight, very poor edge, poor stopping power. excellent for bludgeoning weapons Steel (5x) medium-weight, very good edge, very good stopping power Adamantine (12x) extremely low-weight, exceptional edge, exceptional stopping power Weapons Note that bashing-type weapons are somewhat more expensive because they are effective using heavy materials such as copper or silver that can be purchased cheaply. However, the ideal material for bashing weapons is platinum, unless of course you can afford slade. Avoid using adamantine bashing weapons. All weapons may be sold back at half price in future rounds. Large dagger (cheap cutting weapon for small characters that slices through unarmored flesh extremely well) Cost: 90 Whip (unsharpened weapon that has the potential to cause a great deal of pain to unarmored and armored targets alike. functions like a long flail with small chunks of metal along its length) Cost: 140 Scourge (sharpened whip that can cut unarmored flesh to ribbons with ease, but is somewhat less effective against armor) Cost: 120 Short sword (small sword that is used for both slashing and stabbing, allowing it to sever limbs and hit internals. performs poorly against armored targets) Cost: 100 Long sword (large sword that is used for both slashing and stabbing) Cost: 110 Two-handed sword (very large sword that only tall creatures can wield. both slashing and stabbing) Cost: 120 Battleaxe (heavy weapon that can sunder unarmored flesh with terrifying ease. largely ineffective against heavily armored opponents) Cost: 90 Great axe (massive axe with a long handle. surprisingly ineffective against heavily armored opponents) Cost: 100 Halberd (long, axe-like weapon that can only be used by tall creatures. Has hacking AND spear-like stabbing attacks) Cost: 120 Mace (solid bashing weapon, best used with heavy metals, effective against armor, but unlikely to cause swift deaths. works well even with cheap metal) Cost: 180 Flail (unwieldy but harder-hitting version of mace, best used with heavy metals, effective against armor, but unlikely to cause swift deaths. works well even with cheap metal) Cost: 200 War hammer (bashing weapon with smaller contact area, best used with heavy metals, extremely effective against armor. works well even with cheap metal) Cost: 200 Maul (crude, massive bashing weapon, best used with heavy metals, effective against armor, but unlikely to cause swift deaths. works well even with cheap metal) Cost: 170 Spear (simple stabbing weapon, good for piercing internals if you can find a way through armor) Cost: 110 Pike (very long stabbing weapon, great for hitting internals if target is not well-armored) Cost: 120 Pick (Uses the misc obj. user skill. can poke holes in your opponent, often even through armor) Cost: 100 Bow (very poor in melee, fires high-velocity projectiles. arrows tend to cause tremendous pain, but are poor at finishing off targets. comes with 40 ammo of same material held in another hand. manager may request less ammo if they choose, to avoid weight issues) Cost: 150 Crossbow (very poor in melee, fires high-velocity projectiles. bolts tend to cause tremendous pain, but are poor at finishing off targets. slightly superior to bows. comes with 40 ammo of same material held in another hand. manager may request less ammo if they choose, to avoid weight issues) Cost: 160 Weapon Chart Shields Note that the material used to make your shield does not impact block rate- an oak shield blocks just as well as a steel one. The material used will affect the damage you deal when bashing with your shield, and may provide some protection to the shield hand itself. Buckler (small shield with a blocking rate closely associated to shield skill. highly recommended for the very small races. not available in leather. unskilled blockrate of 12) Cost: 120 Shield (large shield with a high blocking rate, closely associated to shield skill. those with a good shield and the skill to use it can be nearly untouchable. not available in leather. unskilled blockrate of 20) Cost: 240 Armor Both a helm and 1-2 caps may be worn simultaneously. In addition, up to 3 layers of mail armor may be worn under plate or leather body armor. Leather Armor may not be worn with plate- both are hardened, rigid pieces. Otherwise, only one piece of armor allowed per slot. As with weapons, all armor may be sold back at half price. Head Slot Helm (protects the head, which can prevent you from being knocked out and from receiving blows to the brain that instantly end your life. attacks on the head have a 2% chance of finding a gap and ignoring the helmet entirely) Cost: 50 Cap (partially protects the head- it only has a 75% chance of intercepting any blow to the head. may wear up to two underneath a helm, reducing the odds of through-armor hits) Cost: 30 Body Slot Mail Shirt (only available in metal. protects the upper and lower body and upper arms and legs. includes a partial hood that protects the throat, ears, and face (but not the head), as well. if you can only afford one piece of armor, this would be a good choice. may be worn under a breast plate or under leather armor. you may stack up to three mail shirts at a time. attacks have a 5% chance of finding a hole through any given mail shirt, effectively ignoring it. additional mail shirts reduce the chance of this through-armor strike drastically. ineffective against bashing weapons) Cost: 90 Leather Armor (only available in leather. rigid, hardened leather that serves as cheaper alternative to breast plate. note that it has better coverage than a breast plate- it shields your upper arms and legs in addition to the entire torso. includes a partial “hood” similar to that of mail armor. reduces impact of blunt strikes to a degree) Cost: 80 Breast Plate (very sturdy armor that protects only the torso. not available in leather. virtually impossible to cut through if made out of strong material, and is more effective against bludgeoning attacks than a mail shirt) Cost: 80 Leg Slot Leggings (provides protection to the lower body and entirety of the legs, not including the feet. not available in wood. ineffective against bashing weapons) Cost: 50 Greaves (provides superior protection to the lower body and entirety of the legs, not including the feet, comparable to the rigidity of a breast plate. not available in leather) Cost: 60 Hand Slot (comes in set of two or four so all hands are covered) Gauntlets (not available in leather. protects the hands and lower arms) Cost: 40 Gloves (only available in leather. protects the hands and lower arms) Cost: 40 Foot Slot (comes in set of two or four so all feet are covered) Low Boots (protects the feet only) Cost: 30 High Boots (protects the feet and the lower legs) Cost: 40 Armor Chart Interest on Unspent Points As before, any points that you choose not to spend during a given round will accrue a modest 20% interest that may be spent on the following round's purchases. An exacting player may carefully bank up just enough extra points to afford a particular high-value item or skill a round earlier than would otherwise be possible. Pets The current rules do not include pets, sorry. They may return in the future. Previous Tournament Winners Floss Thrice Daily was crowned victor in the most recent series of matches. Dr Stranglelove achieved victory in the fourth tournament! Hail Theseus Bane (Bene Elim), Champion of the Arena, Winner of the Third Tournament! Beware: Bene Elim's gladiator will sport special champion's gear in the Fourth Tournament as part of his reward! The champion Theseus Bane himself, clad in and armed with the finest bronze. Credit: PublicOpinion Winners of the second, team-based tournament: Bundles (VladTheEater), Filthy Risen (Jessant), and William Tell (TheWhaler)! The Tenderizer (Geekkake) won the first tournament! Vox Nihili fucked around with this message at 06:33 on Jun 23, 2015 |
# ¿ Jul 22, 2011 08:37 |
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# ¿ Apr 26, 2024 05:15 |
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RESERVED This space will contain links to results as I run the tournaments. Vox Nihili fucked around with this message at 08:47 on Jul 22, 2011 |
# ¿ Jul 22, 2011 08:38 |
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Link Repository The Arena website, where 60% of the action now takes place Technical and Registration thread Changelog for the new Arena Challenge mod New, modded game files for testing and general use Old Arena Challenge thread General Dwarf Fortress thread Dwarf Fortress Wiki- some information will not be valid for our modded game Main Dwarf Fortress website The excellent Ironhand Graphics Set used in this thread Vox Nihili fucked around with this message at 22:14 on Mar 8, 2012 |
# ¿ Jul 22, 2011 08:38 |
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Oh, before I forget, the tournaments have a very fun secondary aspect. You can place bets on battle outcomes and compete with your fellow goons for hoarding the largest quantity of virtual money! Now you can even do so through the Arena website! Bad Munki will be around the thread sometime to explain some of the finer points.
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# ¿ Jul 22, 2011 08:52 |
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SynthOrange posted:Oh god I need my password reset on the challenge site and I cant find where to send the request. Try this thread.
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# ¿ Jul 22, 2011 08:56 |
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11/60 slots filled.
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# ¿ Jul 22, 2011 09:19 |
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VladTheEater posted:Hey, Vox? Yep, shoot. Please note that the weapon/armor charts currently in the OP have the wrong cost for silver items! The website should always have the correct values, though. Vlad, if you wouldn't mind making fresh copies of those two charts, I would appreciate it greatly. This is what I get for making all sorts of last-minute changes. Copper bashing weapons are a very viable, cheap alternative to silver, by the way. quote:Do we know approximately how much a single + of strength is worth in terms of size? Like a dwarf has Strength + but is size 60 compared to a human 70, are they roughly identical? That's a tough one. It's very, very difficult to quantify. I think creatures with high strength attributes tend to effectively do more damage when pitted against their similarly-sized peers, whereas big creatures tend to do more damage to small targets, but do not get the same boost against equally-sized foes. Vox Nihili fucked around with this message at 10:11 on Jul 22, 2011 |
# ¿ Jul 22, 2011 10:00 |
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Brick Moses posted:I've been reading through the "creature_arena.txt" file and can't figure out whether a strangler's bite is more effective than other species'. They have more strength, sure, but what else? They do tend to bite more, since it is their "primary attack" when unarmed. In old versions, they would bite almost exclusively, but now they mix it up more. Their strength definitely does add some oomph to those bites, though.
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# ¿ Jul 22, 2011 10:08 |
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As Jazzimus said earlier, if we get 128+ applicants then we will expand the tournament to accommodate them all. If we get less than 128, we'll be doing the usual 64-man event with up to four preliminary battle royale events.
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# ¿ Jul 22, 2011 18:59 |
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Maugrim posted:Sup gremlin buddy. Yeah, working with my dark gnome, I can't seem to get above around a 50% winrate against typical builds. The little guys have always been challenge classes, though, and the rewards of surviving even one round are great. You can max out weapon skill, for example, or pump up dodging skill to take advantage of the 25% cost reduction. For the first round, though, stick to one strategy and don't spread your points too thinly. The big guys can get away with it because their charging attack can substitute for an effective offense. We little guys do not have that luxury, and must still secure a kill as quickly as possible to have any real chance. Vox Nihili fucked around with this message at 20:56 on Jul 22, 2011 |
# ¿ Jul 22, 2011 20:49 |
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Krysmphoenix posted:Yeah, that's about as well as my testing goes. My current build has a 40% success rate against a build I specifically made to be a fair counter against it. And I probably could do more testing, I think I'm going to stick to my skill ratio for now... This is now in the OP. I believe the current value is 20% interest between each round. As to the underpowered tiny creatures, yeah, that's part of life when managing one of the little guys. I considered giving gremlins or both dark gnomes and gremlins the [nostun] tag, which would make charging far less lethal against them, but decided to get the thread out rather than do more testing. If they fare extremely poorly this time around, we will certainly see more buffs for the next tournament.
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# ¿ Jul 22, 2011 21:12 |
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Only one final guaranteed slot left!
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# ¿ Jul 22, 2011 21:40 |
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Shorter Than Some posted:I thought it was, I'd appreciate it if it could be changed to this. Jazzimus can change it for you. He'll probably see it here, but you might as well drop by the tech support thread to make sure.
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# ¿ Jul 22, 2011 21:51 |
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We're going to go ahead and bump the maximum number of participants up to 128. Anyone who registers after this point will be in as a regular competitor if the full 128 people sign up, and they will at least be picked up for the battle royale matches if we don't get enough people. So keep signing up! Either way, your participation is very welcome, and you WILL get to compete!
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# ¿ Jul 22, 2011 22:06 |
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Krysmphoenix posted:...can we make multiple gladiators if it almost reaches 128? I'd like to keep it at one fighter each if at all possible. If we get to 120 or something, I might introduce some house fighters.
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# ¿ Jul 22, 2011 22:18 |
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The rigid armor pieces are more effective against bashing weapons now, especially the ones that I nerfed somewhat. Creatures can dodge even when they're already on the ground. Fighting skill is more useful in that it gives your gladiator better odds at scoring more "solid" hits on a target, which can massively improve damage output.
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# ¿ Jul 22, 2011 23:08 |
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Maugrim posted:That would be greaves/breastplate as opposed to mail shirt/mail leggings. Yep. Boots, gauntlets, and helms are also all rigid. I believe leather gloves are actually not rigid, but leather body armor is.
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# ¿ Jul 22, 2011 23:34 |
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Iunnrais posted:I'm putting in a Kobold in case it turns out to be 128. Kobolds have yet to win any tourneys, but I can still hope! My theory is to try sword and board... well, dagger and board anyway. It MIGHT let me win... the first round... perhaps? Smatru Udasnu? Not a bad name for a kobold, all things considered.
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# ¿ Jul 23, 2011 04:49 |
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resistentialism posted:Please tell my multiple shields work well, with the understanding that I'm not, not going to add in multiple shields. Well, they work at least about as well as a single shield if I recall. Haven't done any conclusive testing in that department, though.
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# ¿ Jul 23, 2011 05:59 |
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Red_October_7000 posted:At the very least if you have more than 2 arms and have multiple shields, and one arm gets cut off, you will still have a shield! Speaking of which, what effects bleeding out? I've had fighters lose a limb and keep chewing through multiple opponents (delivered in a serial fashion), and other times a lost limb leads to an almost-immediate death through bleeding. Smaller species bleed out easier. I think toughness may also play a role.
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# ¿ Jul 23, 2011 06:40 |
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Jack the Lad posted:Well if you look at the attack formula, not taking armour into account: I'm almost entirely sure that this is an old formula that has been largely superseded by changes made in recent versions. For example, "material" and "quality" are no longer just flat variables dropped a single equation, and actual damage dealt (what the equation is showing) is no longer a simple numerical value. As complicated as this equation looks, the current version is far, far beyond this.
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# ¿ Jul 23, 2011 12:15 |
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Shorter Than Some posted:Is there any way to save a build to make testing less tedious? In addition to the macro information that was posted, you can also create a large number of identical fighters as once as long as you don't go in and change their qualities. Just create them all in different areas/rooms, then do the same for a particular type of opponent to run mass tests to determine certain probabilities. quote:Is there a chance that the number of contestants will be boosted to 256 if we approach that number or will the battle royale be even more ? Nope, there is a firm limit at 128. We may yet fail to reach even that number unless there is a surge of people this weekend. I notice we are missing several of the regulars, though, who presumably stopped following the last thread when the tournament dragged on after their characters were eliminated. Vox Nihili fucked around with this message at 19:26 on Jul 23, 2011 |
# ¿ Jul 23, 2011 19:22 |
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Applebee123 posted:One thing I noticed in testing is that wrestlers sure like to hold onto someone's arm then let it go without doing anything twenty times in a row while being slashed by their enemies other arm. Yeah, wrestling has always been somewhat out of whack when controlled by the ai. If they do manage to grab a breakable limb, though, they tend to attempt a break if they can. The problem is they seem to pick targets to grasp at random, unlike the current striking ai, which is improved from pure random attacks. It's something that could really stand to be fixed, and also something I looked into fixing myself, to no avail. For now, wrestling-based fighters are stuck being less than dependable.
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# ¿ Jul 24, 2011 19:22 |
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Shorter Than Some posted:It might be worth pointing out that stranglers (and presumably ant women as well) having four limbs can actually wield almost all (if not all) weapons four handedly. They can for example use halberds four-handedly, certain weapons might be 3 handed, but I'm not sure. The game will actually let you cram as many giant weapons into creatures' hands as you tell it to. I'm not sure if the code actually considers using more than two hands to hold a weapon at this point. The weapon tags, anyway, only mention size requirements for single hand and two-handed use. Either way, for tournament purposes, I don't want stranglers wielding halberds and such- I don't think their frame could reasonably handle such large, unwieldy weapons. They're free to carry a ton of smaller items, though, if that's their thing. They also get the coveted bow plus shield combo. By the way, I did change things to allow dwarves to wield mauls and great axes this time around. They just seem too dwarfy to deny their use. Vox Nihili fucked around with this message at 20:42 on Jul 24, 2011 |
# ¿ Jul 24, 2011 20:37 |
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Hey everyone, I just did some testing with regard to creature speed and found out that not everything is well. Minotuars, for example, were going way faster than they should be. Turns out that they had a bunch of powerful built-in attribute boosts that I failed to remove when initially modding them. They have now been fixed. This means that I will be posting a new set of raws for everyone and that any testing involving minotaurs up to this point has been terribly flawed in their favor. I will be investigating the speed of other creatures to make sure that things are looking good elsewhere, and updating everyone as I go. Ant women also seem to be moving somewhat slowly, but this may be due to their insectoid bodies and "working as intended" (they get other big boosts to compensate due to the lack of breakable bones.) If anyone is interested, the testing I'm doing involves spawning the creature in question in the arena, assuming direct control, and looking at their movement speed. Minotaurs were getting, I believe, 1072, which was way too high for them. Vox Nihili fucked around with this message at 21:10 on Jul 24, 2011 |
# ¿ Jul 24, 2011 21:07 |
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Shorter Than Some posted:Thanks, why would you say spears are the best edged weapons? They're the best edged weapon for defeating armor, generally, though against unarmored or poorly armored targets they do less damage than axes, swords, etc.
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# ¿ Jul 24, 2011 22:47 |
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By the way, since it looks like we'll get at least 128 interested participants, I'm reserving the 128th slot for a potential small preliminary free-for-all if we get a few extra interested people.
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# ¿ Jul 25, 2011 00:08 |
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VladTheEater posted:Were these built-in attributes just "faster than normal" or was strength/endurance/toughness/etc affected too? There were a ton of large bonus attributes, so they were tougher in other ways as well. Sorry if anyone's testing has suffered as a result.
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# ¿ Jul 25, 2011 03:01 |
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VladTheEater posted:Oh, no, not at all... Hopefully tonight! Tomorrow morning at the latest.
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# ¿ Jul 25, 2011 04:15 |
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The speed values I came up with were pretty strange:quote:gremlin 1103 Even with minotaurs "fixed," a lot of values are off of what I would prefer. For example, kobolds are fairly slow, and stranglers are somehow quick. Trolls, yetis, and minotaurs are also faster than I had intended. Looking at the creature values, I can't find any other "mistakes" like there were for minotaurs. Perhaps it has to do with size and some really obscure tokens? Edit: Found some mistakes where physical attributes I added somehow had the mental attribute tag, which fixes things for the overly quick big guys mostly. I'll probably still want to make some slight changes before I'm satisfied with the speed, since it's such an important aspect now. New game file and a list of any changes will come tomorrow- for now, sleep.
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# ¿ Jul 25, 2011 11:08 |
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OK, I'm still working on the speed issues. Meanwhile, since the tournament is full but we still have a few interested people trickling in, there is an announcement to be made: To those who didn't make the first 127, you can still get in on the action! Design a fighter manually and email it to me at iamvoxnihili (at) gmail.com! Your champion will be entered in the always-exciting pre-tournament battle royale, and if you win the event you will be admitted in the 128th slot. You'll have to do some math yourself, but that's how we all did it back in the first couple tournaments. Please use the following format: quote:Name: Example Man
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# ¿ Jul 25, 2011 17:52 |
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ThCawdor posted:What's the time limit for entry via e-mail, Vox? At least a day or two.
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# ¿ Jul 25, 2011 19:47 |
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TheWhaler posted:Vox, do previous tournament winners get to use their free items in this tourney because I can't actually find anything regarding the free gold shield/whatever when I outfit my fighter. I decided to cut it down to the point that only the winner(s) of the immediately previous tournament get bonus gear, so only Bene Elim gets his champion's equipment for this round. Currently 3 or so people entered in the battle royale. Let's get it up to ~10 for a suitably gruesome event!
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# ¿ Jul 25, 2011 23:02 |
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Glad to see people finishing up their tournament builds! We currently only have three people entered in the battle royale fight. If you missed the initial sign-ups and are reading this right now, go ahead and make a free-for-all fighter! You've got nothing to lose, and a lot of glory to earn! I'm going to go ahead and give the winner of the battle royale, who earns the right of participating in the tournament at large, a special prize that will aid them in the tournament.
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# ¿ Jul 26, 2011 04:50 |
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I've got 5 or so entrants for the battle royale at this point. I hope to run it as soon as possible, but I do have some social obligations tonight and important errands to run tomorrow afternoon, so we're looking at tomorrow night (pacific time) for the battle royale event! Until then, any newcomers may still enter, and current entrants may modify their builds! I should have the new raws up in a couple hours, and I was definitely not wasting any free time earlier today playing starcraft. Keep finalizing your builds for the tournament proper on the arena website- we won't be able to start the main event until after we both complete the battle royale and get every single combatant built up. Vox Nihili fucked around with this message at 23:02 on Jul 26, 2011 |
# ¿ Jul 26, 2011 22:57 |
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Iunnrais posted:I'll assign points to Smatru once I can find a kobold build that can even scratch the most basic of human builds. There's always the classic "bowbold" build if you want to just cop-out on it.
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# ¿ Jul 26, 2011 23:02 |
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The six battle royale entrants are: Name: Podima User: Biggs Manfighter Race: Dwarf Weapon: Mace Name: Grodimus Thunderbeard User: Snake Fist Race: Elf Weapon: Long Sword Name: Atom Ant in Adamant User: Jazzimus Prime Race: Soldier Ant Woman Weapon: Flail Name: Dies Horribly User: rickvoid Race: Goblin Weapon: Pick Name: Crotch Rot User: Smarms Race: Kobold Weapon: Short Sword Name: Binary Mary User: ThCawdor Race: Soldier Ant Woman Weapon: War Hammer All other information will be released after the battle concludes. Still hoping to run it tonight, although I've run into a snag with the raws. My initial understanding was that high strength worked to reduce a creature's movement speed, and I assigned raws with that in mind. However, higher strength actually seems to add speed, which results in the big tough guys being quicker than intended. I'm still working to balance the whole thing out.
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# ¿ Jul 27, 2011 23:30 |
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OK, I finished messing with the raw stuff. Here are the new raws! Here are the new creature speeds, which will be added to the OP when I get a chance: code:
Notes for 2nd round of adjustments: Agility Changes werewolf + to 0 ant woman 0 to ++ kobold fixed typo in value (large boost) minotaur - to -- Strength Changes gremlin 0 to + dark gnome + to ++ human 0 to + Toughness Changes dwarf + to ++ (they seemed uncompetitive for their weight class after changes) Earlier speeds, before first and second round of adjustments, for comparison: code:
Vox Nihili fucked around with this message at 03:21 on Jul 28, 2011 |
# ¿ Jul 28, 2011 03:13 |
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Iunnrais posted:Some interesting findings. Spoiled for those who don't believe in testing. Just ran a single test, kobold with 14 skill in sword vs human with 7 skill, kobold won. I think you might be a bit hyperbolic in your assessment. code:
Vox Nihili fucked around with this message at 05:33 on Jul 28, 2011 |
# ¿ Jul 28, 2011 05:30 |
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# ¿ Apr 26, 2024 05:15 |
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VladTheEater posted:Just curious about how interest works.... Yup. It rounds to the nearest tenth or hundredth space, so you can get right down to the wire with it if you want to. Battle Royal, Vox Nihili, Binary Mary, 50
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# ¿ Jul 28, 2011 06:17 |