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Re: CF: Cone spells
- To:
- Subject: Re: CF: Cone spells
- From: Jeffrey Hantin <>
- Date: Mon, 12 Jun 2000 11:14:45 GMT
- In-Reply-To: <>
- References: <>
> Another play balance issue. We have found NO_CONE_PROPAGATE to even up
the game
> a lot.
> Should this be the default behaviour? Has anyone else tried using this
option
> recently?
I think that's not the real problem with cones though. Cones are
currently hyper-powered because a cone spell in fact fires three
overlapping cones, one from each initial square, due to some odd
behavior in cast_cone(), which also causes cones in flight to chew up
3 times as many active objects as necessary (which can make a server
drag if you're being spammed by a mob of skulls or the like).
John, you might want to try the attached patch and remove
NO_CONE_PROPAGATE. It removes this triple overlapping behavior, and
depending on whether you #define BALANCE_CONES, either leaves the net
damage as before (by tripling the damage from each cone cell), or cuts
it to 1/3 (by leaving the damage numbers alone).
Any comments, questions, flames, lightning bolts, or other feedback?
:-)