Streamline resting

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Sooty
Higher
Posts: 55
Joined: Tue Dec 18, 2012 11:04 am

Streamline resting

#1 Post by Sooty »

We rest a lot in this game... but resting creates downtime unless you micromanage your healing talents to heal after they go off cooldown. Why not streamline the resting process and allow healing talents which are off cooldown to give a bonus to regeneration rate so that we don't have to wait that extra 2 seconds for it to slowly heal up?

Also, for other resources such as Psi or Mana, could we consider a stacking regeneration bonus on resting? Say, after 20 turns resting doubles your regeneration rate, so that, again, you save 1-2 seconds whenever you press the rest button to get back to full?

tylor
Wyrmic
Posts: 285
Joined: Thu Mar 07, 2013 5:18 am

Re: Streamline resting

#2 Post by tylor »

Was about to suggest same thing. Stamina and paradox take a lot of real time to replenish when there are many active mobs on map.
Doubling regen each 20 turns will reduce PLAYER's downtime, with barely changing anything in balance.

darkgod
Master of Eyal
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Re: Streamline resting

#3 Post by darkgod »

It does already actually
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Planetus
Archmage
Posts: 346
Joined: Sat Jun 23, 2012 8:44 pm

Re: Streamline resting

#4 Post by Planetus »

I'd like to see an auto-use on resting option, so that the healing/regenerating/resource-fixing talents/runes/infusions can be auto-used while resting without interrupting resting, or maybe with an auto-return to resting when they're used. This could speed up a lot of recovery and is entirely in-game sensible. What fool resting to heal with a regeneration infusion wouldn't use it when resting?

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: Streamline resting

#5 Post by jenx »

you should wait for a thought-forged warrior at lvl 50 !!!!! It takes forever. Can this be accelerated further DG?
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CaptainTrips
Wyrmic
Posts: 227
Joined: Thu Mar 10, 2011 9:10 pm

Re: Streamline resting

#6 Post by CaptainTrips »

There are two problems with the current implementation:

1) Only hp, mana, stamina and psi are currently affected by the accelerating returns.

2) The regen bonus is a multiplier of your base regen rate, and is capped at a max of 8; so if you have a base regen rate of 0.50/turn, the max bonus you'll ever achieve when resting is 4/turn.

I'm considering the best way of going about amending this issue, and will implement it in my Rest Tweaks addon in the coming days. For the time being, I'm thinking of having the bonus remain fairly tame for the first 15-20 turns of resting, then having it quite rapidly increase after that, such that a full rest should never take more than 50 turns or so to complete. I believe the buffer period at the beginning should be enough to prevent any abuse - can anyone think of a case in which this might not be true?

Here's the relevant piece of code for those interested:

Code: Select all

	-- Resting improves regen
	for act, def in pairs(game.party.members) do if game.level:hasEntity(act) and not act.dead then
		local perc = math.min(self.resting.cnt / 10, 8)
		local old_shield = act.arcane_shield
		act.arcane_shield = nil
		act:heal(act.life_regen * perc)
		act.arcane_shield = old_shield
		act:incStamina(act.stamina_regen * perc)
		act:incMana(act.mana_regen * perc)
		act:incPsi(act.psi_regen * perc)
	end end

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