Ambushing Working, Testing and Tweaks

I finished up work on the ambush system today, and it seems to be working pretty well. I had to sort out a few issues with visibility not being consistent from overworld map to battle, but I think I've got those sorted now.

To help the player decide on ambush options, I added some code to show more than just the first creature in the hex. Now, it'll show the hex art, plus an arrangement of all visible creatures superimposed. This way, players should be able to decide if the terrain and opposition warrant close or far starting range.

I also reworked all the battle moves to have more consistent hiding penalties. Things like charge and blind retreat will cancel hiding and apply a movement penalty to visibility and awareness. Other, more subtle moves, will keep the hiding mode active, but still apply various visibility and awareness penalties.

I added a slight penalty to awareness when wearing the gas mask, to simulate the limited field of view/lens effect. And finally, I adjusted scavenge and loot rates a bit. Scavenge sites should appear less often, while container loot should have slightly better chances of good outcomes (e.g. backpacks).

So far, testing was pretty successful. I ran into one bug where my sleeping character was ambushed and the combat screen was blank. I think this might be related to me restoring the auto-confirm when more than 2 turns pass unconscious. I need to look into that tomorrow, test things one more time, and then we should hopefully have a new build!

Comments

Kaaven's picture
Kaaven

I wanted to ask that for a while and now seems like a right time - would it be possible to make new scavenging location show up only on the hex that player is currently occupying/seeing?


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reflective_vagrant's picture
reflective_vagrant

What do you mean by "show up"? only 'spawn' if in a hex that it is in is seen? or only be 'noticed' if the player is there?

Scavenger's picture
Scavenger

Probably possible but to be honest, I think quite a few people wouldn't enjoy that.

If we are to mess further with scavenge location spawn, I'd rather make it so ruins and 'wild' hexes are respawning rather regularly and swiftly but offer mostly small or damaged stuff while intact/better locations benefit from current change to give impression that sure - such kind of places get cleaned out the fastest and it's hardest to miss anything of value there but if one finds such a place untouched yet, there is a chance of a decent reward.

Kaaven's picture
Kaaven

Right now, the way to go is to walk past as many cities as possible, looking at them from afar which will "trigger" spawning of the scavenging locations, and then return in a day or two when they are filled with places to search. That is neither "realistic" nor really logical - the first time player visits towns and villages he gets like one - two spots to search, with most open fields being empty, but when he comes back in a few days, there are "magnifying glasses" everywhere, and each hex has 5-6 spots that appeared out of nowhere.

Limiting the "self-spawning" of those locales, in favor of player actively searching the hex (basically paying time for places to search) would make more sense. And it would make GPS useful. Of course it would have to be limited somewhat, to prevent player from just "milking the spot" till he is full equipped, but since it is re-vised right now, I thought I just point that out :D


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