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Author Topic: Finally, armor is getting the nerf it has needed for years.  (Read 11243 times)

Random_Dragon

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Re: Finally, armor is getting the nerf it has needed for years.
« Reply #60 on: June 26, 2016, 01:50:22 am »

Honwstly, I think that adding armor/weapon damage, with no way to repair it or even recycle what's left, doesn't really balance this much at all. Mostly just screws over broke fortresses. :V
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ORCACommander

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Re: Finally, armor is getting the nerf it has needed for years.
« Reply #61 on: June 26, 2016, 07:23:26 am »

remember smelters do have a melt item job
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Random_Dragon

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Re: Finally, armor is getting the nerf it has needed for years.
« Reply #62 on: June 26, 2016, 12:10:30 pm »

Ah right. They have the ability to recycle the armor that suffers from this nerf the least, relative to other materials. I forgot about that. :V
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DeCervantes

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Re: Finally, armor is getting the nerf it has needed for years.
« Reply #63 on: June 27, 2016, 03:27:03 am »

I never got to mining and forging spoiler metals but if they are as scarce as they seem they may need to be more durable than other metals if they are to be usefull.
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Urist McVoyager

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Re: Finally, armor is getting the nerf it has needed for years.
« Reply #64 on: June 27, 2016, 03:48:05 am »

Me neither. I only recently got into Steel, even. Usually it was iron just because I often didn't have the necessary materials for anything else.
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Max™

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Re: Finally, armor is getting the nerf it has needed for years.
« Reply #65 on: June 27, 2016, 06:33:15 am »

These materials are a lot more durable, even steel is really durable except up against candy/steel/high speed minecart stupidity.
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Melting Sky

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Re: Finally, armor is getting the nerf it has needed for years.
« Reply #66 on: June 27, 2016, 01:06:25 pm »

These materials are a lot more durable, even steel is really durable except up against candy/steel/high speed minecart stupidity.

Yeah, candy in particular is crazy durable, although I still think it would be nice if we had a repair option at the smith's workshop. With metals other than candy it doesn't matter much, but with candy the melt returns are absolutely terrible, possibly even buggy.
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Miuramir

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Re: Finally, armor is getting the nerf it has needed for years.
« Reply #67 on: June 27, 2016, 10:49:58 pm »

Eventually, a proper repair system would be good; I expect we'll get it "eventually". 

In the short term, a bit of tuneup to the melt item raws may help for metal items, at least.  What would be the implications of setting all armor and weapons to having, say, 80% or even 90% melt efficiency (return)?  That could be an easy patch for the short term. 

Among other things, it might typically give a different dynamic to different material classes.  Leather, wood, bone, etc. can be unlimited but are effectively consumable.  Metals are usually limited but far more recyclable.  Spoiler materials become more special and epic again, to be used for the most important people and/or situations.  (Having some spoiler materials with super-low wear is reasonable for the less strictly realistic fantasy settings; finding a thousand(s)-year-old spoiler metal shirt in a dragon's hoard is a lot less nifty if it's a fallen apart piece of junk.) 

Moving a bit further into suggestion territory for the medium term, as I suspect this would require code on Toady's part (or a really ugly combination of hacks), what about having the wear level affect the remelt rate as the next obvious step?  E.g. perhaps something like:

New or lightly-worn Item: 90% melt item return
xItemx: 80% melt item return
XItemX: 70% melt item return
XXItemXX: 50% melt item return
destroyed: destroyed


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Random_Dragon

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Re: Finally, armor is getting the nerf it has needed for years.
« Reply #69 on: June 28, 2016, 01:28:58 am »

Sadly the melt item function is hardcoded. Either way, it's a MASSIVE step up from the current, non-existent ability to recycle, repair, or salvage cloth/leather items, which suffer from this system the most.

On the flip side, it's easier to implement reactions for taking apart such items, as the material requirements are a pure "1 leather/10000 units of cloth = 1 item" setup.
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DeCervantes

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Re: Finally, armor is getting the nerf it has needed for years.
« Reply #70 on: June 28, 2016, 05:46:17 am »

If we want leather to be repaired we should also change the amount of tanned hides produced by each animal. Right now it is ridiculously small for something like a cow.
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omada

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Re: Finally, armor is getting the nerf it has needed for years.
« Reply #71 on: June 28, 2016, 07:10:53 am »

If we want leather to be repaired we should also change the amount of tanned hides produced by each animal. Right now it is ridiculously small for something like a cow.

Or huge for a cat.

By the way when i update candy will be forbidden, mood only. (And i hope being an armorer or weaponsmith)
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ORCACommander

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Re: Finally, armor is getting the nerf it has needed for years.
« Reply #72 on: June 28, 2016, 10:54:05 am »

the melt function definitely needs a  refinement though. IIRC it is indiscriminate, as long as there is a melt flag on an item it gets rendered. It would b enice if we could define an auto melt threshold. So if an items durability dropped below XX% it would get flagged for melting.


I haven't done any serious melting since 34.11 but i remember it taking forever for my dorfs to gather melt flagged items and brought over two the two magma smelters i had for the job.
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Random_Dragon

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Re: Finally, armor is getting the nerf it has needed for years.
« Reply #73 on: June 28, 2016, 12:23:54 pm »

If we want leather to be repaired we should also change the amount of tanned hides produced by each animal. Right now it is ridiculously small for something like a cow.

True, but eh. It makes modding simpler. ;w;
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Bumber

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Re: Finally, armor is getting the nerf it has needed for years.
« Reply #74 on: June 29, 2016, 02:43:15 am »

I haven't done any serious melting since 34.11 but i remember it taking forever for my dorfs to gather melt flagged items and brought over two the two magma smelters i had for the job.
It's much better if you can get the items stored near the forges. Melt jobs are very quick if your furnace operator isn't walking to the other side of the fort and back for each object.
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