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Re: Queen Of Thieves beta 0.8.9 (release candidate)

Posted: Wed Sep 07, 2016 8:32 pm
by myoksy
jack1974 wrote:OK will do an update tomorrow with a bit more XP, since I don't think will hurt anyway. Regarding Jana I think I fixed that (I noticed it myself while testing) but will take a look to be sure.
thank you!

As data points: I just loaded older saves to compare XP gains.

Party level 3, encounter with ex merc and 2 dogs
0.8.0 - 85
0.8.9 - 78
Party level 6, encounter with 2 vampire bats and 3 giant bats
0.8.0 - 63
0.8.9 - 54
Party level 10, encounter with 4 headless men
0.8.0 - 136
0.8.9 - 106
Party level 22, encounter with 2 vampire bats and 3 giant bats
0.8.0 - 95
0.8.9 - 65
Party level 26, encounter with vet merc, ex merc, 2 mercs and a dog
0.8.0 - 515
0.8.9 - 332

this is more or less as I recall my current game - until level 4 or so everything felt normal and then the game became sluggish (see pages of my wild theories about the cause in the old beta thread...)

Re: Queen Of Thieves beta 0.8.9 (release candidate)

Posted: Wed Sep 07, 2016 9:07 pm
by Franka
myoksy wrote:more opinions would be extremly welcome, but the few times I asked in my posts no one was willing to chip in.
Sadly, I think I played the earlier beta to death already, and can't focus on playing the game any longer.

But then I'm also the kind of person who tries to break things by playing in unconventional ways, as evidenced by my last game where I finished without entering the catacombs or doing any non-plot robbery missions at all. :wink:

Re: Queen Of Thieves beta 0.8.9 (release candidate)

Posted: Wed Sep 07, 2016 9:12 pm
by myoksy
Franka wrote:as evidenced by my last game where I finished without entering the catacombs or doing any non-plot robbery missions at all. :wink:
when I read your account I laughed out loud. what was it? 8 years of legal life followed by storming the castle with lots of bombs? the sleeper cell you created was near perfect

Re: Queen Of Thieves beta 0.8.9 (release candidate)

Posted: Wed Sep 07, 2016 9:13 pm
by jack1974
myoksy wrote:As data points: I just loaded older saves to compare XP gains.
Thanks I got also your email, and will try to see if I can make the same XP as the older version, if you think that one was well balanced :)
The issue as I thought was with the "XP scaling by level" thing.

Re: Queen Of Thieves beta 0.8.9 (release candidate)

Posted: Wed Sep 07, 2016 9:24 pm
by myoksy
a slightly larger divisor would probably fine, somewhere around 20 to 25 or so without the complex formula you used in environment.rpy. the pre-0.8.1 endgame was slightly too XP rich - the last catacomb level pushed the party from 24 to high in the 25 area, and the party was missing about 10 to 20 thousand gold.

this led to level 26/27 before the last story dungeon can be bought, so a tad above the recommended level.

Re: Queen Of Thieves beta 0.8.9 (release candidate)

Posted: Wed Sep 07, 2016 9:28 pm
by jack1974
Yes I'm going to try that, wanted to simplify stuff :)

Re: Queen Of Thieves beta 0.9.0 (release candidate)

Posted: Thu Sep 08, 2016 6:55 am
by jack1974
Did the update with the XP tweak, I put 25 in the formula, since 20 was a bit too much XP in my opinion. 25 should be OK I think :)

Re: Queen Of Thieves beta 0.9.0 (release candidate)

Posted: Thu Sep 08, 2016 7:31 am
by myoksy
The result of your change will be seen when of the the beta testers reaches mid game in a fresh play-through. I'll try to find some time.

Re: Queen Of Thieves beta 0.9.0 (release candidate)

Posted: Thu Sep 08, 2016 7:33 am
by jack1974
Thanks :) Today have to attend a funeral (nobody really close luckily) so probably won't be able to test anything :(

Re: Queen Of Thieves beta 0.9.0 (release candidate)

Posted: Thu Sep 08, 2016 7:00 pm
by myoksy
Diseased: Tool tip does not show the HP amount, only the percentage. Both values would be better, similar to Frozen et al.

About the XP rewards: I started a new game and played it until party level of 4 (merchants until the forced catacomb visit, as I needed only 20 XP more to reach lvl 4 after successfully clearing the first catacomb level one additional merchant at the end) and persuaded QoT* to give me an overview of old and new XP outputs for every encounter.

Code: Select all

avg enemy level;new XP;old XP;
1;11;14;
2;15;21;
2;27;36;
2;11;15;
3;28;38;
1;21;26;
2;19;23;
1;11;14;
2;11;15;
2;7;10;
1;7;9;
1;11;14;
1;7;9;
1;26;32;
2;11;15;
2;29;40;
8;17;32;
5;21;35;
7;29;55;
7;21;38;
8;27;53;
3;32;48;
4;19;30;
7;25;48;
2;18;22;
(should be usable as CSV to create colourful charts with excel)

The most important result is the rather significant difference for higher enemy levels (last handful of lines in the catacombs with encounter levels of 7 and 8 are currently my best examples) so I fear the game will again become sluggish without a fast and rewarding advancement. but this is only a prognosis, I'll have to feel and see mid- and end-game before I can give a better feedback.

eta
A few more XP gains, this time including the second catacomb dungeon. With the current system experience will be halved around level 12

Code: Select all

avg level;new XP;old XP;
3;27;38;
4;29;43;
2;55;74;
4;32;47;
6;45;75;
6;46;79;
8;38;74;
12;49;110;
11;44;106;
3;59;88;
* and saw that you still have debug output on the console not caught by non-developer installs: character.rpy in getItemSkills() and getValue() : P