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Re: CF: Cone spells
- To:
- Subject: Re: CF: Cone spells
- From: Peter Mardahl <>
- Date: Mon, 12 Jun 2000 11:19:27 -0700
- In-Reply-To: Your message of "Mon, 12 Jun 2000 11:14:45 GMT." <>
a) lots of people think that mages are *under* powered compared
to other classes.
b) I noticed the cone oddity a long time ago. However, I didn't
fix it because the cone oddity has this side effect: yeah, it
triples in the center of the cone, but the edges have only 1 to 2
cone objects. I liked the idea of the center of the cone
being stronger than the edges, so I left it like I found it.
Fixing this bug would have a major, major effect on the game:
*all* the cone spells would get a lot weaker. For example, it might
become practically impossible for a cleric to kill any undead when
he is at low level with the holy word spells.
At one point I went through all the spells and imposed some sort
of order on them: their sp cost was brought in line with the
damage they inflicted to the map. I did this by creating special
objects that would take damage from spells, and then report the
total of the damage they took. This balancing *included* the
tripling of cone spells at their centers. I similarly modified the
ball spells and bolt spells which existed at the time.
However, many new spells have been made since then, and perhaps it
is time to re-balance the sp/dam of the spells.
Keep this in mind as you do your patching.
PeterM
> 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?
> :-)
>
>
>
>
>
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