Difference between revisions of "Talk:Beogh"
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:*I believe weapon speed works the same way for followers as it does for all other monsters. From some quick testing in wizard mode, I found that, unless specified otherwise (like with [[merfolk impaler]]s), monsters generally attack a little bit faster than the minimum speed of their weapon. So, a little slower than average speed, but this is balanced by being more accurate and more damaging than just a straight punch. | :*I believe weapon speed works the same way for followers as it does for all other monsters. From some quick testing in wizard mode, I found that, unless specified otherwise (like with [[merfolk impaler]]s), monsters generally attack a little bit faster than the minimum speed of their weapon. So, a little slower than average speed, but this is balanced by being more accurate and more damaging than just a straight punch. | ||
:*As far as I know, armor works the same way on followers that it does on all other monsters, i.e. the only penalty for heavy armor is reduced evasion. So go ahead and load your orc sorcerers up with dragon armor. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 08:14, 2 July 2020 (CEST) | :*As far as I know, armor works the same way on followers that it does on all other monsters, i.e. the only penalty for heavy armor is reduced evasion. So go ahead and load your orc sorcerers up with dragon armor. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 08:14, 2 July 2020 (CEST) | ||
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+ | == Protection from harm apparently stopped working in 0.18 == | ||
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+ | Tonight on Discord, there was a discussion about Beogh's lifesaving (documented on the wiki as '''Protection from harm''') not working, and apparently, it was broken by [https://github.com/crawl/crawl/commit/5f1ddaaadb3153c9e4dcbc091fb34831118d30ba this commit], which began data-ifying passive god abilities to prepare for "randgods" (I don't know what those are, so I'm guessing they're a failed experiment or something). According to the discussion, that commit didn't move Beogh's lifesaving to a passive due to a penance check in the <code>god_can_protect_from_harm</code> function, which was removed in [https://github.com/crawl/crawl/commit/cdeb485052cfd51a7690cf9d07247b40f4abee78 this commit], but since Beogh's lifesaving wasn't moved to a passive, it has apparently not worked since that commit. Both of those commits were made shortly after the release of 0.17, which would mean Beogh's protection from harm stopped working in 0.18. The 0.18 changelog makes no mention of that change (though there were other documented changes to Beogh), so I'm assuming the lifesaving removal was unintentional at the time. The Discord discussion also says Beogh's lifesaving is still listed as a power in-game, but it doesn't work. | ||
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+ | P.S. When I first looked at the Discord discussion, I didn't understand it well enough, so I decided to post on this talk page to see if anyone else knew what was going on. However, I took another look at the commits and am now confident in what they did, which just leaves the question of how to document this bug. The game says Beogh has a chance to save the player, but the code says otherwise. [[User:Patrick2011b|Patrick2011b]] ([[User talk:Patrick2011b|talk]]) 05:54, 1 February 2024 (CET) |
Revision as of 05:54, 1 February 2024
Some questions
I just finished a Beogh playthrough and have a few questions. Maybe we have some Beoghite zealots who know the answers. :-)
- In older versions, I thought I remembered followers having unlimited ammo. Is there now no way for them to get more ammo except from Beogh's blessing? If so, it seems like giving them ranged weapons isn't a great idea.
- Are the upgrades for followers (orc warrior -> orc knight, etc.), other than orc -> orc priest, just based on the XP a follower receives? Is there a fixed amount of XP they need to earn for each upgrade, or does it work in some other way? What does it actually mean when it says "X looks more experienced."?
- "Beogh may also improve your followers' equipment and gift weapons, armour, and ammo to those who lack them." How exactly does this work? Does it only do this when it would otherwise have rolled the 10% chance of an enchantment buff, or is it an entirely separate roll? What sorts of equipment can be upgraded? I think I saw a scale mail get replaced with plate mail or something, but it'd be nice to have a list.
- Are the enchantment probabilities still accurate? That part of the page hasn't been updated in a long time (it still talks about accuracy and damage enchantments!).
- How do weapon speeds work for followers?
- Do followers suffer any penalty for armor other than reduced evasion? (Can you just throw gold dragon scales onto your orc sorcerer?)
Emufarmers (talk) 06:48, 28 June 2020 (CEST)
- I'm not super clear on the mechanics since I rarely play Beogh and am not particularly skilled at code diving, but I can at least respond to some questions:
- I gave an orc a sling, and he suddenly had a bunch of sling bullets, so I think orcs get a starting bundle of ammo when you give them a ranged weapon. I think Beogh also shares some of your experience with your followers, so even if you're the one doing most of the killing, your dudes will occasionally get bonuses (which can include more ammo).
- I think the "X looks more experienced" message means they have gained a hit die by killing something -- I've seen that happen in other situations, like if I've enslaved something and either it kills a bunch of stuff or it gets killed by something it was fighting. So that particular follower would get more magic resistance, spell power, accuracy, etc. It may also be connected with upgrading to the next tier of orc; again, I'm pretty sure Beogh shares some of the experience from your kills with your goon squad, so it has a chance of happening even if they're not always actively killing stuff.
- I believe weapon speed works the same way for followers as it does for all other monsters. From some quick testing in wizard mode, I found that, unless specified otherwise (like with merfolk impalers), monsters generally attack a little bit faster than the minimum speed of their weapon. So, a little slower than average speed, but this is balanced by being more accurate and more damaging than just a straight punch.
- As far as I know, armor works the same way on followers that it does on all other monsters, i.e. the only penalty for heavy armor is reduced evasion. So go ahead and load your orc sorcerers up with dragon armor. --spudwalt (talk) 08:14, 2 July 2020 (CEST)
Protection from harm apparently stopped working in 0.18
Tonight on Discord, there was a discussion about Beogh's lifesaving (documented on the wiki as Protection from harm) not working, and apparently, it was broken by this commit, which began data-ifying passive god abilities to prepare for "randgods" (I don't know what those are, so I'm guessing they're a failed experiment or something). According to the discussion, that commit didn't move Beogh's lifesaving to a passive due to a penance check in the god_can_protect_from_harm
function, which was removed in this commit, but since Beogh's lifesaving wasn't moved to a passive, it has apparently not worked since that commit. Both of those commits were made shortly after the release of 0.17, which would mean Beogh's protection from harm stopped working in 0.18. The 0.18 changelog makes no mention of that change (though there were other documented changes to Beogh), so I'm assuming the lifesaving removal was unintentional at the time. The Discord discussion also says Beogh's lifesaving is still listed as a power in-game, but it doesn't work.
P.S. When I first looked at the Discord discussion, I didn't understand it well enough, so I decided to post on this talk page to see if anyone else knew what was going on. However, I took another look at the commits and am now confident in what they did, which just leaves the question of how to document this bug. The game says Beogh has a chance to save the player, but the code says otherwise. Patrick2011b (talk) 05:54, 1 February 2024 (CET)