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Vox Nihili
May 28, 2008
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Please note that this OP is quite out of date at this point.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

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Vox Nihili
May 28, 2008
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

Vox Nihili
May 28, 2008
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

Vox Nihili
May 28, 2008
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.

Vox Nihili
May 28, 2008

SynthOrange posted:

Oh god I need my password reset on the challenge site and I cant find where to send the request. :ohdear:

Try this thread.

Vox Nihili
May 28, 2008
11/60 slots filled.

Vox Nihili
May 28, 2008

VladTheEater posted:

Hey, Vox?

Is Silver supposed to be 1.5x? Was it changed from 1.25x?

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

Vox Nihili
May 28, 2008

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.

Vox Nihili
May 28, 2008
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.

Vox Nihili
May 28, 2008

Maugrim posted:

Sup gremlin buddy.

I've been doing a little bit of testing and I have a terrible feeling we're both gonna be hosed from round one. But maybe I just haven't found the right build yet! MORE TESTING! :black101:

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

Vox Nihili
May 28, 2008

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...
Although you said points gain interest if they are not used going into the next round? How much interest? An adamantine bow costs 1800 and would be badass to have early on.

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.

Vox Nihili
May 28, 2008
Only one final guaranteed slot left!

Vox Nihili
May 28, 2008

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.

Vox Nihili
May 28, 2008
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!

Vox Nihili
May 28, 2008

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.

Vox Nihili
May 28, 2008
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.

Vox Nihili
May 28, 2008

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.

Vox Nihili
May 28, 2008

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?

Picked a name from the Kobold language by pulling up a Kobold adventurer and hitting random a couple times.

Smatru Udasnu? Not a bad name for a kobold, all things considered.

Vox Nihili
May 28, 2008

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.

Vox Nihili
May 28, 2008

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.

Vox Nihili
May 28, 2008

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.

Vox Nihili
May 28, 2008

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

Vox Nihili
May 28, 2008

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.

Vox Nihili
May 28, 2008

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

Vox Nihili
May 28, 2008
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

Vox Nihili
May 28, 2008

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.

Vox Nihili
May 28, 2008
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.

Vox Nihili
May 28, 2008

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.

Vox Nihili
May 28, 2008

VladTheEater posted:

Oh, no, not at all... :negative:

*grin* Any idea when the new raws will be posted, then?

Hopefully tonight! Tomorrow morning at the latest.

Vox Nihili
May 28, 2008
The speed values I came up with were pretty strange:

quote:

gremlin 1103
dark gnome 1048
kobold 998
strangler 1029
serpent man 992
ant woman 868
dwarf 952
elf 1048
goblin 996
human 965
molemarian 955
tigerman 952
werewolf 1064
minotaur 981
troll 999
yeti 979

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.

Vox Nihili
May 28, 2008
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
User: Vox Nihili
Race: Human

Skills
Sword Level 5 (450)
Fighting Level 4 (150)

600 points spent on skills, 600 remaining

Equipment
Weapon(s):
Steel Long Sword (550)
Armor:
Copper Helm (50)


0 points left

Vox Nihili
May 28, 2008

ThCawdor posted:

What's the time limit for entry via e-mail, Vox?

At least a day or two.

Vox Nihili
May 28, 2008

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!

Vox Nihili
May 28, 2008
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.

Vox Nihili
May 28, 2008
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

Vox Nihili
May 28, 2008

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. ;)

Vox Nihili
May 28, 2008
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.

Vox Nihili
May 28, 2008
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:
final

gremlin  1129               
dark gnome 1077            
kobold  1153                 
strangler  1029             
serpent man 992             
ant woman 1018               
dwarf 952                   
elf 1048                    
goblin 996                  
human 977                   
molemarian 956              
tigerman 952                
werewolf 1000               
minotaur 941                
troll 936                   
yeti 917
As you can see, the little guys get the edge they were intended to now, at least in this department.

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:
gremlin  1103
dark gnome 1048
kobold  998
strangler  1029
serpent man 992
ant woman 868
dwarf 952
elf 1048
goblin 996
human 965
molemarian 955
tigerman 952
werewolf 1064
minotaur 981
troll 999
yeti 979

Vox Nihili fucked around with this message at 03:21 on Jul 28, 2011

Vox Nihili
May 28, 2008

Iunnrais posted:

Some interesting findings. Spoiled for those who don't believe in testing.

It seems that a basic Human Swordsman, without armor, sword skill 7 alone, can defeat ANY and ALL kobolds with a sword and board, even with all relevant skills set to grandmaster, WELL above the point limit. And by any and all, I mean that the one adept human swordsman can slaughter 50 grandmaster melee kobolds in a row, if only 1 at a time.

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:
Kobold 1 slashes Human 1 in the left upper leg with his iron short sword, fracturing the bone!
A sensory nerve has been severed and a tendon has been torn!
Kobold 1 kicks Human 1 in the right lower arm with his left foot, bruising the muscle!
Human 1 charges at Kobold 1!
Human 1 strikes at Kobold 1 but the shot is parried!
Human 1 collides with Kobold 1!
Kobold 1 is knocked over and tumbles backward!
Human 1 strikes at Kobold 1 but the shot is parried!
Kobold 1 counterstrikes!
Kobold 1 slashes Human 1 in the left foot with his iron short sword and the severed part sails off in an arc!
The Human 1 falls over.
Human 1 strikes at Kobold 1 but the shot is parried!
Kobold 1 counterstrikes!
Kobold 1 strikes at Human 1 but the shot is parried!
The Kobold 1 stands up.
Human 1 strikes at Kobold 1 but the shot is parried!
Kobold 1 counterstrikes!
Kobold 1 strikes at Human 1 but the shot is parried!
Kobold 1 slashes Human 1 in the left hand with his iron short sword, tearing apart the muscle!
Many nerves have been severed!
The iron short sword has lodged firmly in the wound!
Kobold 1 twists the embedded iron short sword around in Human 1's left hand!
Kobold 1 scratches Human 1 in the right upper arm, tearing the fat and bruising the muscle!
Kobold 1 stabs Human 1 in the left upper leg with his iron short sword, shattering the bone and shattering the left hip's bone!
A tendon has been torn!
A ligament in the left hip has been torn and a tendon has been torn!
The iron short sword has lodged firmly in the wound!
Human 1 strikes at Kobold 1 but the shot is parried!
Kobold 1 twists the embedded iron short sword around in Human 1's left upper leg!
Kobold 1 strikes at Human 1 but the shot is parried!
Human 1 counterstrikes!
Human 1 strikes at Kobold 1 but the shot is parried!
Kobold 1 slashes Human 1 in the upper body with his iron short sword, tearing apart the muscle and tearing apart the right lung!
An artery has been opened by the attack!
Human 1 is having trouble breathing!
The iron short sword has lodged firmly in the wound!
Human 1 misses Kobold 1!
The Human 1 gives in to pain.
Kobold 1 twists the embedded iron short sword around in Human 1's upper body!
Kobold 1 stabs Human 1 in the head with his iron short sword, tearing the muscle, shattering the skull and tearing apart the brain!
A tendon in the skull has been torn!
Human 1 has been struck down.
Perhaps of note, it matters how far you place them apart. Kobolds won't get their first-strike advantage if you leave an odd number of spaces between them, or too few or too many spaces.

Vox Nihili fucked around with this message at 05:33 on Jul 28, 2011

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Vox Nihili
May 28, 2008

VladTheEater posted:

Just curious about how interest works....

If I end a round with 5 points left, 20% interest means I'll have 6 points, correct?

And then if I end the next round with 21 points, I'll start the next with 25?

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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