Difference between revisions of "Talk:0.15"
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== Strange skill training effects == | == Strange skill training effects == | ||
+ | I've noticed that in 0.15a/trunk weapons have been trained that my character never wielded. The 'm'-table even tells "Enhanced skills are in blue". Conclusion: Cross-training now happens against my purposes if I don't actively '-' opt out all possible weapons I carry. THis seems what is meant by "Cross-training now gives a direct bonus to cross-trained skills, rather than decreasing the XP cost of learning them." -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 10:19, 26 July 2014 (CEST) | ||
+ | :From what I've seen, I think cross-training improves skills, but doesn't actually put any points into them. So, if you have X levels in Maces & Flails, you can now use an axe as if you had Y levels in Axes. (Not sure on the exact ratio of levels you get from cross-training). | ||
+ | :I kinda like this change; before, if you had a decent flail and then found a really cool axe, you'd still have to put points into Axes that could have been used to learn magic or something. Now, you can put those skill points into your main weapon skill and still be competent with weapons in related schools. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 20:42, 26 July 2014 (CEST) | ||
+ | |||
+ | ::Well, if it is like you say: not at all bad for players. I couldn't imagine/see sufficient indicators that indeed NO xp would go into the new cross-training. Important change in crawl calculation and philosophy so far. Influences playing styles. If this is correct we'll have to make it crystal clear in the wiki text. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 13:59, 31 July 2014 (CEST) | ||
+ | :::Yep, just confirmed it. If you hit _ while in the skill screen, it toggles between your adjusted skills and your actual skills (for example, if you got drained or are using Heroism, you can use _ to see what your skills actually are). For example, my test FoHu started with a sling, which cross-trains with Throwing; his actual skill with Throwing is still 0 (I haven't put any points in it), but his adjusted skill (i.e. his cross-training bonus) is 1.2 at 4.5 Slings. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 04:13, 1 August 2014 (CEST) | ||
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+ | == No more bondage == | ||
− | + | "Anti-training (for opposite elemental schools) has been removed." Hooray, very good! Now my octopode who needs Ice or Earth magic for protection spells can also get Air strike and Fire attack spells. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 16:00, 26 July 2014 (CEST) |
Latest revision as of 03:13, 1 August 2014
Strange skill training effects
I've noticed that in 0.15a/trunk weapons have been trained that my character never wielded. The 'm'-table even tells "Enhanced skills are in blue". Conclusion: Cross-training now happens against my purposes if I don't actively '-' opt out all possible weapons I carry. THis seems what is meant by "Cross-training now gives a direct bonus to cross-trained skills, rather than decreasing the XP cost of learning them." -- Bwijn (talk) 10:19, 26 July 2014 (CEST)
- From what I've seen, I think cross-training improves skills, but doesn't actually put any points into them. So, if you have X levels in Maces & Flails, you can now use an axe as if you had Y levels in Axes. (Not sure on the exact ratio of levels you get from cross-training).
- I kinda like this change; before, if you had a decent flail and then found a really cool axe, you'd still have to put points into Axes that could have been used to learn magic or something. Now, you can put those skill points into your main weapon skill and still be competent with weapons in related schools. --spudwalt (talk) 20:42, 26 July 2014 (CEST)
- Well, if it is like you say: not at all bad for players. I couldn't imagine/see sufficient indicators that indeed NO xp would go into the new cross-training. Important change in crawl calculation and philosophy so far. Influences playing styles. If this is correct we'll have to make it crystal clear in the wiki text. -- Bwijn (talk) 13:59, 31 July 2014 (CEST)
- Yep, just confirmed it. If you hit _ while in the skill screen, it toggles between your adjusted skills and your actual skills (for example, if you got drained or are using Heroism, you can use _ to see what your skills actually are). For example, my test FoHu started with a sling, which cross-trains with Throwing; his actual skill with Throwing is still 0 (I haven't put any points in it), but his adjusted skill (i.e. his cross-training bonus) is 1.2 at 4.5 Slings. --spudwalt (talk) 04:13, 1 August 2014 (CEST)
- Well, if it is like you say: not at all bad for players. I couldn't imagine/see sufficient indicators that indeed NO xp would go into the new cross-training. Important change in crawl calculation and philosophy so far. Influences playing styles. If this is correct we'll have to make it crystal clear in the wiki text. -- Bwijn (talk) 13:59, 31 July 2014 (CEST)
No more bondage
"Anti-training (for opposite elemental schools) has been removed." Hooray, very good! Now my octopode who needs Ice or Earth magic for protection spells can also get Air strike and Fire attack spells. -- Bwijn (talk) 16:00, 26 July 2014 (CEST)