![]() ![]() Once a successful attack/spell hits, it resets the 'pity' back to 0% and only increments during misses. It would be based on 'Default' RNG individualized for each unit every time you miss an attack/spell it would increase the % chance to hit on the next one by 5% or 10%. I'm currently working on a 'pity' system of sorts. Thanks for the feedback! As mentioned in my prior post, the official BfW Discord is the best place for the devs to see your feedback as I'm not one of the devs myself (a modder at best but haven't released my BfW mods publicly). Originally posted by Richard:this technology doesnt make much sense to be used in a single attack of a unit because certain magical units like dark adepts have 2 rolls of 70% wich will allways hit twice under these terms at that point you could just change it to 100% really. It would actually make it possible to read and predict the RNG and plan ahead based on it. This would allso allow you to sacrefice the attack of a weaker unit if you got a lot of unlikely hits at the beginning of your turn and you know that now you will get some guaranteed misses. but if you attack first with the dark adept it could still hit only once or maybe even miss twice. In my opinion instead it should be used to make the roll outcomes of all attacks combined in a turn as true to the most likely outcome as possible that way if you would miss an attack with 3 rolls of 60% you could be absolutely sure that your next attack with a dark adept (2 rolls of 70%) gets 2 hits becuase its the more likely outcome and you got the less likely outcome in your previous attack. This technology doesnt make much sense to be used in a single attack of a unit because certain magical units like dark adepts have 2 rolls of 70% wich will allways hit twice under these terms at that point you could just change it to 100% really. ![]() Or does Chance to hit also affect the outcome of the Default RNG ? im pretty sure that the biased rng model just strictly follows the most likely outcome of multiple rolls so if you have 4 rolls of 50% 2 are guaranteed to hit. Use whichever RNG type you enjoy and feel free to use addons if none of the 3 options above fit your desired needs :) The fixed/forced default randomness has always been a sore spot with a large portion of the casual playerbase (and they were told to make/use addons to mitigate this issue) but having it as default allows a more 'download and just play' style, especially on low-powered and low-space devices. The different RNG types are available for those who like to alter the game to fit their desired playstyle and how much 'randomness' they prefer. If you prefer forums, the link to the official game forums is again on the official website and you can sign up for an account and post there if you want to avoid Discord. I am NOT a developer for Battle for Wesnoth, so it is best to talk to the devs with your feedback. Please go to the official Battle for Wesnoth website [hop on Discord (link at the bottom of that website), and provide feedback in the appropriate channel as most times the devs lack the time to really read or respond to forum feedback. Or does Chance to hit also affect the outcome of the Default RNG ? Originally posted by DeLastOne:Will ultimately Biased RNG not the one that make sense the most ? I mean at least it respect the chance to hit. Also updated bits from v1.15.x to v1.16.x for the newest update. All other content was written by me (Daedalus007 on Steam). These are all unpaid volunteers and the project is open-source (so anyone who wants to change stuff can learn how to do it and do it themselves if they desire).ĮDIT: Changed phrasing of 'Biased RNG' section based upon recommendation from 'Soliton' via IRC. ![]() ![]() For example, a 50% chance to hit out of 4 total attacks will always hit 2 out of 4 times.ĭevelopers need feedback on these so if you are playing v1.16.x please let them know if you like/dislike any of the options and WHY so they can improve the game!įeel free to post here and/or join the official Discord where you can talk to them directly! In simple terms, attack results will be the most likely outcome based on the hit chances. Pseudo-RNG (Random Number Generation) based upon a randomized seed that changes unit hit/miss outcomes even if you reload a save file.įormerly known as 'Save Random Seed' option from v1.14.x branch, this option always performs the same outcome regardless of reloading a prior save file all RNG hit/miss is pre-determined and thus 'predictable'. ![]()
0 Comments
Leave a Reply. |