Things to do in balancing branch for 0.11
JorisDeBeer opened this issue ยท 3 comments
- Polar bear palette broke -> dont know how to fix?
- Add dragon scale (as was promised for 0.11 gems)
- Add dye slots to refined and extended tools
- Add mining level composite that actually works
- Complete check if all lang files are there (upgrades are a bit hard too spot)
- Check on balancing itself (probably just push it and wait for feedback)
General review comments:
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- Upgrade and composite rarity values seems to be the same for some materials. Causing the rarity to increase by a huge amount when upgraded. (Diamond, polar bear pelt.)
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- Default bindings have -1 attack speed
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- Pickaxe head tip reinforcement missing good description. This also applies to most extended heads.
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- Now that we have upgrade station, I can remove the type descriptor from slots
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- Rarity values for mastercrafted/refined gear seems to have increases by a huge amount. This cause issues with the loot system
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- Oak, birch diorite and andesite have the same rarity levels? This seems to come from this:
{
"id": "schematic-rarity-composite",
"type": "RARITY",
"order": "BASE",
"context": "COMPOSITE",
"operation": "MULTIPLICATION",
"value": 0.2
} -
in most schematics. I would think having a 1x rarity multiplier would make sense here. Increase the worst stone variants to be 15 in rarity maybe?
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- Axes have significant differing attack speed values from vanilla, but I assume this is due to Weight being the only attribute affecting attack speed.
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- Also, axes and swords have the same baseline weight, so they have the same attack speed.
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- Guard material slots should probably also be named reinforcement
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- The echo shard palette's contrast is a little too sharp
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- Prismarine's darkest palette values should be darker
That's all I have for now. In general, the values seem to line up really well with vanilla stuff, it seems like the mastercrafted and other extended variants still require some tweaking, but I can try to also put in some effort to get that done as well.
Also, well done! This is amazing work ๐
- Stone doesnt get converted to cobblestone in upgradestation anymore
- Adding material doesnt decrease rarity in my eyes. Weight does as its way less material than a toolhead. That was my thought process behind keeping rarity attributes the same. What you want here.
- We need to create a rarity baseline. I need to know when the system changes the colour around with rarity etc to create realistic rarities to be real.
- Metalbindings add more durability in expense of some miningspeed while softbindings add some speed in return for less durability -> thats why the lose miningspeed. Also matter op opinion. what you want sigg
- BambooHandle is bugged for some reason.
- Pommels are still bugged
- New type descriptions dont work in upgrade station tools with handle
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What are the type descriptors? Smithing etc right?