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Refit Golem.

Posted: Mon Nov 18, 2013 3:09 am
by parcel
First, maybe lower the casting time of the revival talent a tad, so that you can reliably restore the golem while standing on bubbles underwater. Second, separate the talent into a combat-related talent and a configuration talent. Make it so that the configuration talent doesn't cool down, but takes a turn plus the time for any manipulations of your inventory, and is a multi-option menu with looping elements much like the dialog with your butler in the fortress. Have an option to feed the talent items from your inventory or from the golem's inventory, but only allow transfers when adjacent. While dialoguing neither you nor the golem may move (but can otherwise act); moving for any reason breaks from the dialog.

Sample menu for 'configure golem':
  • Take some of my stuff.
    Give me some of your stuff.
    Wear some of my stuff.
    Wear some of your stuff.
    Upgrade your talents.
    Use your items.
    That's all, golem. I love you.
It's more convenient for the player to do it this way, and it's good at the least to make changing the golem's equipment not use a talent with cooldown of 20+. That really makes very little sense.

Re: Refit Golem.

Posted: Mon Nov 18, 2013 3:16 am
by HousePet
Can't you clicky the golem icon at the top to do this stuff?

Re: Refit Golem.

Posted: Mon Nov 18, 2013 3:35 am
by parcel
Ah, there's a clicky? Then aspects of the refit golem talent should be deprecated, at the least.

[Edit] Nope, the clicky is the same as the control-switchy that you'd get by using the F2 key. An improved refitting menu would be better because it would put all the various options into the same basket and only make you switch control to use talents, move independently, and manage talent automatic use settings if the golem AI doesn't override a manual selection.

Re: Refit Golem.

Posted: Mon Nov 18, 2013 4:17 am
by The Revanchist
I think this is a good idea. The current interaction system is cumbersome, and frustrating.

Has anyone else had the situation where the golem is at almost full health, and tries to be refit? I have.

Re: Refit Golem.

Posted: Mon Nov 18, 2013 4:27 am
by Doctornull
The Revanchist wrote:I think this is a good idea. The current interaction system is cumbersome, and frustrating.

Has anyone else had the situation where the golem is at almost full health, and tries to be refit? I have.
Heh, yeah, totally agree.

It'd be nice to be able to rename my golem even if he's only at 99% health.

Re: Refit Golem.

Posted: Mon Nov 18, 2013 2:27 pm
by Waladil
I bet the code currently is
If golem.hp < golem.maxhp
{refit}

How about changing it to
If (golem.maxhp - golem.hp) >= refitHealing * X
{Refit}

So what the modified psuedocode does is only refit if the golem needs more than an percentage of your potential refit. Like say X was .5, so you'd only refit the golem if he needed more than 50% of the heal from a refit.

Re: Refit Golem.

Posted: Mon Nov 18, 2013 2:37 pm
by Doctornull
Nah, in the future there might be some strange tactical reason why I'd want to heal my Golem at 92% health.

Just make it two different buttons:
- Heal or Rebuild Golem
- Interact with Golem

Re: Refit Golem.

Posted: Mon Nov 18, 2013 7:30 pm
by The Revanchist
Doctornull wrote:Nah, in the future there might be some strange tactical reason why I'd want to heal my Golem at 92% health.

Just make it two different buttons:
- Heal or Rebuild Golem
- Interact with Golem

Agreed.