@SadShogun , @Dejan
Hey guys, i just wanna give a feedback regarding the speed change of Athletics in 1.5.10. Though I appreciate that I´m no longer a "Speedy Gonzales" on foot, it has also it downsides.
1. Because of the Reduction you will gain less Athletics XP
Speed Bonus from movement is, atm, essential to level up athletics. Since the speed was reduced your bonus from speed gets also reduced, which makes Athletics nearly not worthy to level up. The only thing you can do is chasing fleeing looters(because of their fleeing speed, jawwal tier 2 troops are even better because of 180 Athletics(LOL)) by horse, dismount, and use their fleeing speed to actually get a averrage amount of "speed bonus" to gain XP. This is just ......
2.A Footsoldier Playthrough is nearly impossible
Because of the speed reduction, you cant hunt down looters on foot(Xp loss), or even get out of their weapon range(though you are already "naked" with just a sword/bow and 50points in athletic). Please take into account that you can charge only once(so 1 time a speed bonus) atm, because you cant get out of range fast enough for a second charge, which is ok, but it makes leveling this skill even harder.
3.A suggestion
Since the reduction results in a less XP gain I would be happy if you would at least change/add factors for gain XP. Athletics xp gain(Method spoiled below) should be changed in a way like the riding xp gain. Why?
1. On foot you are more vulnerable
2. On foot you are no longer a flexible fighter(Hit and Run, well with no Armour and a skill of 180 i guess, but reach that....hahhaha)
3. You can´t reposition yourself on foot(until a certan amount in Athletics)
If you want a video example to show this extreme differnce between Riding/Archery and Athletics/Archery, well just ask.
Edit: Just that everybody understand, im ok with the speed reduction. Im not ok with the XP gain/loss through it.
Hey guys, i just wanna give a feedback regarding the speed change of Athletics in 1.5.10. Though I appreciate that I´m no longer a "Speedy Gonzales" on foot, it has also it downsides.
1. Because of the Reduction you will gain less Athletics XP
Speed Bonus from movement is, atm, essential to level up athletics. Since the speed was reduced your bonus from speed gets also reduced, which makes Athletics nearly not worthy to level up. The only thing you can do is chasing fleeing looters(because of their fleeing speed, jawwal tier 2 troops are even better because of 180 Athletics(LOL)) by horse, dismount, and use their fleeing speed to actually get a averrage amount of "speed bonus" to gain XP. This is just ......
2.A Footsoldier Playthrough is nearly impossible
Because of the speed reduction, you cant hunt down looters on foot(Xp loss), or even get out of their weapon range(though you are already "naked" with just a sword/bow and 50points in athletic). Please take into account that you can charge only once(so 1 time a speed bonus) atm, because you cant get out of range fast enough for a second charge, which is ok, but it makes leveling this skill even harder.
3.A suggestion
Since the reduction results in a less XP gain I would be happy if you would at least change/add factors for gain XP. Athletics xp gain(Method spoiled below) should be changed in a way like the riding xp gain. Why?
1. On foot you are more vulnerable
2. On foot you are no longer a flexible fighter(Hit and Run, well with no Armour and a skill of 180 i guess, but reach that....hahhaha)
3. You can´t reposition yourself on foot(until a certan amount in Athletics)
If you want a video example to show this extreme differnce between Riding/Archery and Athletics/Archery, well just ask.
Edit: Just that everybody understand, im ok with the speed reduction. Im not ok with the XP gain/loss through it.
Code:
public static void OnCombatHit(CharacterObject affectorCharacter, CharacterObject affectedCharacter, CharacterObject captain, Hero commander, float speedBonusFromMovement, float shotDifficulty, WeaponComponentData affectorWeapon, float hitPointRatio, CombatXpModel.MissionTypeEnum missionType, bool isAffectorMounted, bool isTeamKill, bool isAffectorUnderCommand, float damageAmount, bool isFatal)
{
float num = 1f;
if (!isTeamKill)
{
if (affectorCharacter.IsHero)
{
Hero heroObject = affectorCharacter.HeroObject;
CombatXpModel combatXpModel = Campaign.Current.Models.CombatXpModel;
CharacterObject characterObject = heroObject.CharacterObject;
MobileParty partyBelongedTo = heroObject.PartyBelongedTo;
int num2;
combatXpModel.GetXpFromHit(characterObject, captain, affectedCharacter, (partyBelongedTo != null) ? partyBelongedTo.Party : null, (int)damageAmount, isFatal, missionType, out num2);
num = (float)num2;
if (affectorWeapon != null)
{
SkillObject skillForWeapon = Campaign.Current.Models.CombatXpModel.GetSkillForWeapon(affectorWeapon);
float num3 = (skillForWeapon == DefaultSkills.Bow) ? 0.5f : 1f;
if (shotDifficulty > 0f)
{
num += (float)MBMath.Floor(num * num3 * Campaign.Current.Models.CombatXpModel.GetXpMultiplierFromShotDifficulty(shotDifficulty));
}
heroObject.AddSkillXp(skillForWeapon, (float)MBRandom.RoundRandomized(num));
}
else
{
heroObject.AddSkillXp(DefaultSkills.Athletics, (float)MBRandom.RoundRandomized(num));
}
if (isAffectorMounted)
{
float num4 = 0.1f;
if (speedBonusFromMovement > 0f)
{
num4 *= 1f + speedBonusFromMovement;
}
else if (shotDifficulty - 1f > 0f)
{
int num5 = MathF.Round(shotDifficulty - 1f);
if (num5 > 0)
{
num4 += (float)num5;
}
}
if (num4 > 0f)
{
heroObject.AddSkillXp(DefaultSkills.Riding, (float)MBRandom.RoundRandomized(num4 * num));
}
}
else
{
float num6 = 0.2f;
if (speedBonusFromMovement > 0f)
{
num6 += 1.5f * speedBonusFromMovement;
}
if (num6 > 0f)
{
heroObject.AddSkillXp(DefaultSkills.Athletics, (float)MBRandom.RoundRandomized(num6 * num));
}
}
}
if (commander != null && commander != affectorCharacter.HeroObject && commander.PartyBelongedTo != null)
{
SkillLevelingManager.OnTacticsUsed(commander.PartyBelongedTo, (float)MathF.Ceiling(0.02f * num));
}
}
}
Last edited: