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#1
Announcements / Re: Knights 27 Released
Last post by Stephen - May 24, 2024, 10:45:25 AM
Thank you very much for that.

I did update the mods on the official Knights server - we have 3 or 4 of the mods running on there, so I just quickly went onto the server and edited the Lua files "in place" - but I didn't bother to make up new zip files, so it's good that you have done that.
#2
Announcements / Re: Knights 27 Released
Last post by ImpassIve - May 23, 2024, 06:40:17 PM
I've tried to update most of the mods on the forum for compatibility with the new release
o7
#3
Knights Discussion / Re: [Mod] Spiders (v3.1)
Last post by ImpassIve - May 23, 2024, 06:31:20 PM
Quote from: Julian on January 21, 2015, 01:33:21 AMI love the Spiders mod! I made the graphics a little scarier and added a sound effect.

An unofficial compatibility patch based on this version
#4
Knights Discussion / Re: [Mod] Wand of teleportatio...
Last post by ImpassIve - May 23, 2024, 06:25:36 PM
An unofficial patch for Knights 27 release compatibility
#5
Knights Discussion / Re: [Mod] Living Armours
Last post by ImpassIve - May 23, 2024, 06:23:59 PM
An unofficial patch for Knights 27 release compatibility
#6
Knights Discussion / Re: [Mod] Rat rider v1.0
Last post by ImpassIve - May 23, 2024, 06:11:02 PM
An unofficial patch for Knights 27 release compatibility
#7
Knights Discussion / Re: [Mod] Heroes
Last post by ImpassIve - May 23, 2024, 06:05:05 PM
Heroes v1.2 is out

Just a maintenance update for Knights 27 release compatibility
#8
Announcements / Knights 27 Released
Last post by Stephen - May 23, 2024, 12:38:19 PM
A new version of Knights has been released!

This release makes the changes to potions and the staff that were discussed in the potion variances thread.

I have also updated the ENet and Lua versions and made some other minor changes.

This release will require an upgrade as the network protocol is incompatible with the previous version (unfortunately). Also the Lua change may require mods to be updated - see release notes.

Full details on the download page as usual.
#9
Knights Discussion / Re: Potion Variances (like on ...
Last post by Stephen - May 22, 2024, 03:53:26 PM
Today I have been working on the potion durations.

The way potions work, in my version of Knights, is that, at the point when a potion is drunk, the Lua code generates a random number, and that is the number of seconds that the potion is going to last for.

So the question becomes, how can we generate a random number that mimics the distribution of potion times that was present in the original Amiga Knights. In other words, how can we get a graph that looks like the red curve shown above.

After some messing about with spreadsheets, I figured out that the following rule gives a fairly close approximation to what the original Knights did:

  • With 34% probability: Set the duration to a random number between 1 and 90 seconds.
  • With 40% probability: Set the duration to a random number between 1 and 180 seconds.
  • The rest of the time (i.e. with 23% probability): Set the duration to a random number between 1 and 360 seconds.

This gives a graph that looks like the following:

graph3.png

As you can see, the green curve tracks the red curve quite closely, so the potion durations should feel much more similar to how they were in the original game.

Statistically: The mean potion duration is now about 95 seconds with a median of about 72 seconds. The probability of a potion lasting less than 5 seconds is approximately 3%, and less than 10 seconds is about 6 to 7%.

I did a similar exercise with invulnerability potions, making them much closer to the original game (invulnerability potions have a lot lower durations than the other potion types, of course).

I did not make any changes to the duration of poison immunity, or the duration of the other effects (like showing locations of enemy knights on the map), as I feel these are less critical to gameplay so it didn't seem to be worth spending any time on these.

Tl;dr: potion durations have now been changed to be more like the original Amiga Knights. Most potions will last about the same time as they did before, but the occasional potion will be a "dud" and last only a few seconds, and also there will be a small number of potions that last a lot longer than they did before (up to 6 minutes).

This was the last change I wanted to make for the time being, so I will probably do a release tomorrow.
#10
Knights Discussion / Re: Potion Variances (like on ...
Last post by Stephen - May 21, 2024, 04:45:20 PM
Update for today:

The staff change (point 3 on my list above) is done. The staff now behaves like the original Amiga Knights, i.e. it is dropped by default, but selecting the "fist" icon allows you to attack with it. The staff does zero damage without Strength, or 1-2 damage with Strength (but it cannot destroy furniture, even with Strength). It also stuns for a short time (more than a Sword but less than a Hammer).

The regeneration change (point 1 on the above list) is also done. There are now two different regeneration potions (with slightly different Potion Bottle colours). I also adjusted the Super potion to regenerate at the same rate as in the original game (i.e. slightly slower than it does currently).

Links to the GitHub commits (for those interested): staff change; regeneration change.

That just leaves number 2 on the above list (potion durations). I have some ideas about how to fix this (without having to reprogram everything!) and I'll post about that tomorrow.