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Re: The Splitting Challenge

Posted: Sun Nov 16, 2014 2:13 am
by StarKeep
V 2.0.0 - Hard Capped Version
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Limits the amount of clones that can stem from a singular actor to 10.
Far less... insane than the normal version, but it should hopefully help lower-end computers not explode if they get insane counts.

Re: The Splitting Challenge

Posted: Sun Nov 16, 2014 9:26 am
by mkire
is it possible to make a version where stuff on the overworld map doesn't clone? I can't get to angelwin because the apprentice mage cloned himself all over the place and blocked it off.

Re: The Splitting Challenge

Posted: Sun Nov 16, 2014 6:08 pm
by StarKeep
Splitting Challenge
V 2.1 - Fixes/Difficulty Options
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Stopped world map cloning.

Added custom difficulty options, which can be found under Game Options, under the 'Cloning' tab.

Clone Timing - # of turns an actor needs to see you before they clone. (Up to 10)
Max Clones - Max amount of clones. (Up to 20)
Max Tough Clones - Max amount of clones for Rares+. (Up to 20)
Damage Shearing - If True, deals 1% of the original actor's max life in damage every time a clone of them dies. (Note that this does not kill left-over clones.)

Re: The Splitting Challenge

Posted: Sun Nov 16, 2014 6:47 pm
by mkire
thank you

Re: The Splitting Challenge

Posted: Mon Nov 17, 2014 5:05 pm
by StarKeep
Splitting Challenge
V 2.1.1 - End Goal
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Cloning now stops when the source of all clones are dead. (Setting the spawn timer to 1 is now feasibly possible.)

Damage Smearing onto the main Actor... now actually works.
It additionally will always deal at LEAST 1 damage now.
It is locked to enabled now, because having it as an option apparently broke it.
Lastly, it's value has been increased to 5% of their max health, instead of 1%.

Re: The Splitting Challenge

Posted: Tue Nov 18, 2014 3:26 am
by tilkau
I just found a seemingly-cosmetic-but-actually-gameplay-effecting bug:

Image

Playing a Halfling Transcendent Fist (just to clarify that that troll is definitely not my character ;). What appears to happen is that an actor will move into a square at the same time as I do, with the end result that we are both in the square (with the player sprite hidden). Moving out to an adjacent square, the player sprite becomes visible again. (this is how I determined which square the player was considered to be in.). If the enemy moves out instead (via the player waiting), the player sprite does not reappear, and in fact the enemy continues to target the player, but any hits are inflicted on the enemy itself.
The positioning effect is also odd, it appears to attach the player to the monster, and when the player steps out from where the monster is, it gives the bizarre message 'Forest troll's clone steps out from hiding'.

It's rather exploitable, especially if all enemies experience this mistargeting of their attacks (haven't checked this yet).

The red box indicates the square I was in on the previous turn, with the red arrow indicating where I moved to.

So far, this has occurred twice in Trollmire: once with a white mouse (probably a clone), and once with this troll, which I can verify is a clone.

EDIT: Actually, the circumstances in which this occurs may be different from what I thought. I've recently triggered it twice by killing a clone (with no other NPC around)
EDIT2: Also, is it possible to disable cloning in town areas? Unless you're already being exploitative (drowning NPCs), there seems to be no benefit or interest to it, just slowdown.
EDIT3: This bug is actually extremely exploitable, because I realized that you are unhittable in this state, but you can hit others without losing it; you just have to not move from your current square. Functional invincibility.

I'm getting the impression that some clones may also pull the same disappearing act after landing a hit on me, but this is only an impression.

General impressions:

* Pretty grindy, no surprise there.
* For a melee-er, bosses seem often easier, actually, because you can pick to some extent between engaging a clone or the original. With good tactical positioning, this means that the boss can only use smite-targeted attacks, or attacks that harmlessly pass allies. If this seems too easy, perhaps give the original the ability to 'push past' clones (much as the player can swap places with townsfolk). I'm looking at trying an Alchemist, which might be fairly broken (large AoE damage that the player is immune to, when the cloning system generates plenty of crowds... yeah.)
* Makes levelling substantially easier. Not sure whether this is a plus or minus. I was running around dungeons kind of out of order and didn't really notice any problems.

Re: The Splitting Challenge

Posted: Wed Nov 19, 2014 8:07 am
by mkire
I haven't tried it, but what happens if i remove the addon, and then load a map that has clones on it? Do they just disappear, throw up a bunch of errors/crash?

Re: The Splitting Challenge

Posted: Fri Nov 21, 2014 2:40 am
by tilkau
Also, a somewhat more problematic 'bug' : Melinda on the stone plinth is cloned. The clones are not time locked. (it's silly to have stone plinths running after you anyway, so IMO it would be appropriate to just disallow her from cloning)

There also seems to be a bug where clones of headless horrors can gain >100% resist all (and have no Ethereal Eyes associated with them that you can kill to reduce this below 100%). I encountered this in the Ruined Dungeon. Probably not too serious a problem, unless you don't have access to phase door or teleport, in which case you can get stuck behind them in a corridor.

Screenshot of the offending critter's stats:
Image

Note that I successfully killed the original, and its clones, and even its clones' clones, except this one. So it doesn't trigger just on a clone of a clone of a headless horror, there seems to be another factor involved.