Awesome. I noticed one thing though, bolts are insanely deadly. Copper bolts tear through "blue metal" armor like butter. Sure this is supposed to happen? ;)
by Knapping you mean we can set cage traps every where?
sweet.
Awesome. I noticed one thing though, bolts are insanely deadly. Copper bolts tear through "blue metal" armor like butter. Sure this is supposed to happen? ;)
Also, punches and weak blunt weapons (such as crossbows used in melee) still take absolute ages to kill unarmored opponents, not even going to try it against armor. Sometimes it seems like they won't even kill them- the cumulative damage change leads to more "yellow" and "red" injuries, but does not actually allow even entirely disabled creatures to bleed out or otherwise be finished off by such attacks.
Edit: I spoke too soon on the bolts/arrows- they do occasionally cause some kills, but they do cause very little bleeding. :) It seems that headshots are the key.
Edit: It seems that headshots are the key.
Quote from: Topace3kEdit: It seems that headshots are the key.
Aiming is becoming more and more of the problem now, which is a good thing, because that's an unadded feature on the dev page rather than a bug. There's still a lot to do, though, especially with internal bleeding/tenderizing. Stuck-in bolts still slow bleeding a bit, so you don't get real trouble unless you hit an artery/heart etc, which I think they get shafted on because of their new low contact area (which is what helps them get through metal armor/etc., since it is dividing down the small numbers properly now). Not sure how much that should change. Maybe artery strikes should be more common, but people in real-life can survive those kinds of injuries for hours/days, depending on what got stuck. The crossbows used in melee are a particular problem that I didn't get too -- I think they are the size of a fist or two, or something, which makes them pretty lame, and their other melee numbers are probably bad as well. But a lot of the items are still screwed up. This certainly isn't meant as the final combat fix release. Far from it.
Haven't filed a big report yet, but might want to look at fire attacks (I'm assuming). May be luck of the draw, but a group of ettins vs a group of giants vs a group of dragons vs a group of cyclopes = giants win with only one loss; however all of them had their entire body's fat layers burned off, their teeth and ribs were burned, but no other tissue layers were affected (in their z status screen anyways).
Also, the errorlog shows:
FAT: hole-skipped, still attached
SKIN: hole-skipped, still attached
FAT: hole-skipped, still attached
SKIN: hole-skipped, still attached
FAT: hole-skipped, still attached
SKIN: hole-skipped, still attached
FAT: hole-skipped, still attached
SKIN: hole-skipped, still attached
FAT: hole-skipped, still attached
SKIN: hole-skipped, still attached
FAT: hole-skipped, still attached
SKIN: hole-skipped, still attached
SCALE: hole-skipped, still attached
FAT: hole-skipped, still attached
SKIN: hole-skipped, still attached
FAT: hole-skipped, still attached
FAT: hole-skipped, still attached
SCALE: hole-skipped, still attached
FAT: hole-skipped, still attached
SCALE: hole-skipped, still attached
MUSCLE: hole-skipped, still attached
Aw, the arsenal dwarf is gone? I liked having something that regulated the weapons and armor when it was being changed.
So, does this mean axes aren't entirely overpowered now? 'Tis a shame, they were such a Dwarfy weapon. As I'm reading that crossbows are more stop and less kill, I guess it's on to hammers!you can use your axe for butchering still wonder what else we can do other than polish stones and chop up things hidden in this version.
It ended up being a case of TOO much regulation and berueracuracy.
Major bug fixesHuh. Does this have something to do with ordering gold to be made into gold goblets and getting iron ones and such oddities? Will have to give that a go...
...
(*)fixed reordering of reaction/ore mats and a few other indexing problems between operating systems
pets and merchants don't seem to be getting along...
Something weird happened, a dog and a visiting human swordsman caravan guard got into a fight, not sure why. The swordsman killed the dog pretty quick.
And the circle of bugs continues, everlasting, never changing.
I guess it's on to hammers!Urist McHammer stops: Hammer time.
Someone go check out the raws maybe its in there
In the combat reports, it appears that the tame animal always attacks first, although after being attacked a few times the caravan guards started chasing down and attacking/getting attacked by animals.Someone go check out the raws maybe its in there
Already did, didnt see anything that could have cause it. Who attacks first, the merchant or the animal?
It ended up being a case of TOO much regulation and berueracuracy.
berueacuracy
I think "accuracy" is the farthest thing from what was going on.
If I remember, the only part I messed with there was the thing to get soldiers to go after their kill targets correctly, instead of getting sucked in by wild animals. Something must have gotten crossed up there. I'll be able to check in a few hours. If I can figure it out, I should be able to get up another release tonight. Assuming the forum isn't corrupted again or something. I'll check the tracker for other stuff, but we'll have to balance getting something up quickly with fixing more problems.
The hole-skipping thing is a combat log that somehow got into release mode. Must have used the wrong logging stuff for that one.
anyway we can just get a hotfix for the pet killing? I cant find tag properties in the raws so im assuming the merchant_guard or merchant_noble has some attribute thats making tame animals target them
anyway we can just get a hotfix for the pet killing? I cant find tag properties in the raws so im assuming the merchant_guard or merchant_noble has some attribute thats making tame animals target them
It might be something hardcoded.
Toady works at night and sleeps during the day. It's like his superpower.
Toady works at night and sleeps during the day. It's like his superpower.
If that's a superpower, then every Hardcore-gamer gains that Superpower. I remember last year I was waking up at 6 PM and going to bed at 10 AM...good times. Stupid job. >.<
Hmm. DF just crashed during worldgen. That was random.
Dunno. It's possible. I didn't pay it much attention since it was just a one-time thing.Hmm. DF just crashed during worldgen. That was random.
Did it crash during the placing civilizations phase? There is a known bug with that, but its pretty rare.
To be sure, the only knapping product currently is sharp rocks?well that's new I found out that you can craft when the object is in your hands.
Also, took me a bit to notice that you can only craft with objects on the ground, as opposed to being able to use your inventory.
Also, seems spears are bugged. Many of my strikes with spear result in severed bodyparts, such as heads or even lower body's.
Exact spear lengths are hard to deduce as few spear shafts survive archaeologically but 6 ft. - 8 ft. (1.8m - 2.5m) would seem to be the norm.
Theres also the size of the spearhead, we aren't talking about sharpened metal stakes here.
You're not going to get a spearhead that's wider than a person's waist, you can trust me on that one.Well, I didn't test it on sapient creatures, just occured while I was gathering bodies for butcher testing:
You're not going to get a spearhead that's wider than a person's waist, you can trust me on that one.Well, I didn't test it on sapient creatures, just occured while I was gathering bodies for butcher testing:Spoiler (click to show/hide)
Well, it probably depends on how big the groundhog is.
Also, seems spears are bugged. Many of my strikes with spear result in severed bodyparts, such as heads or even lower body's.Does this ever happen when the body part has never been hit before, or does it apply only to already wounded parts? We did get cumulative damage this update, and a spear could realistically (albeit gruesomely) dismember a major body part with enough strikes.
Quote from: OrkelAwesome. I noticed one thing though, bolts are insanely deadly. Copper bolts tear through "blue metal" armor like butter. Sure this is supposed to happen? ;)
He he, every version will have its problems. You could try reducing the velocity in the item_weapon file, but I'm not sure how much that'll help before they can't penetrate anything. We continue to spiral down toward proper behavior.
You're not going to get a spearhead that's wider than a person's waist, you can trust me on that one.(http://www.shaolinchimantis.com/Images-M/Products-M/SCM-154/GuanDao-102a-72-s.jpg)
Dont you think x should be added to the list of keybindings?
To be sure, the only knapping product currently is sharp rocks?
Hmm, got it to crash as I was trying to select training ammo for my lone crossbowdwarf in the military screen. Was this a pre-existing bug? I vaguely remember having heard of it.
Anyone else have their macros run /really/ slowly?
Changing SHOOT_MAXVEL from the crossbow entry from '1000' to '30' results in slightly more reasonable behavior.
Any news on .10 ? Will it still come "tonight"?
So, what's next on your plans, Toady?
I have done some research on the net.
Average punch velocity = ~ 7.3 m/s.
Average Crossbow bolt velocity(modern crossbow) = ~ 34.1 m/s.
assuming these values are close to reality, crossbow bolt velocity should be around 4.6 times faster than punch.
I am still searching for the arrow/bolt-speed of a crossbow. A little bit research on the source: The above mentioned article is based on research of the ‘Department of Physics and Spectroscopy Laboratory’ at the MIT. There was also a book published on that research that goes in great detail (incl. Differential equations of the fourth Order etc.). The book (http://books.google.de/books?id=CPosYIEgag8C&printsec=frontcover&dq=The+Physics+of+Sport&hl=de&ei=NI05TPT1LMmWOIH5tYoK&sa=X&oi=book_result&ct=result&resnum=1&ved=0CCwQ6AEwAA#v=onepage&q=The%20Physics%20of%20Sport&f=false) is available on Google books. Karate-blows are under Chapter 7 and start at page 215 or something. |
pets and merchants don't seem to be getting along...
Quote from: RabidRabbitChanging SHOOT_MAXVEL from the crossbow entry from '1000' to '30' results in slightly more reasonable behavior.
30 is slower than a punch in the game, and 1000 is much faster (I think they are usually around 70 to 100? I'd have to go check again), and I don't think it is getting reduced much below 1000 by the bolt weight, if at all, though the force parameter should do something there. I'm not sure what an average punch speed is compared to a bolt speed in real life, but if we had sensible values there we could locate the other problems in the system more efficiently, since the velocity is one of the things that is easier to treat as an absolute starting point.
You're not going to get a spearhead that's wider than a person's waist, you can trust me on that one.Well, I didn't test it on sapient creatures, just occured while I was gathering bodies for butcher testing:
You stab The Groundhog in the right front leg with your copper spear and the severed part sails off in an arc!
Man, there is no sweeter sight than that of sixteen ogres waling on a bronze collosus with steel daggers and turning it into a big bronze statue of, um, a pixie.Are you sure those were daggers, and not chisels? :)
Spears have normaly a cutting edge in addition to being pointy ;) so cutting of/open things is relistic. it depnds thought how long the spearhead is.
Sure, but you don't swing a spear, you thrust with it, the cutting edge on a spear is small, if you swing, you're more likely to just bruise your oponent with the shaft.Battle log states that severing happens on thrust hits (You stab ...), so swinging is not directly related.