tweak numbers of attack (#253)

Slightly decrease flat land advantage (in certain cases it feels almost
instataneous otherwise)
To calculate speed bonus use 4*attackTroops instead of 5 (people keep
complaining than small numbers of troops take crazy amount of lands
veryn quick)
Slightly increase minimum multiplier for attacker loss, to make
snowballing a little bit slower.
I only slightly modified numbers because the meta is fun it's just too
quick on certain cases.
This commit is contained in:
Ilan Schemoul
2025-03-15 00:03:04 +01:00
committed by GitHub
parent 67c1ff2158
commit baf91db288
+4 -4
View File
@@ -353,8 +353,8 @@ export class DefaultConfig implements Config {
const type = gm.terrainType(tileToConquer);
switch (type) {
case TerrainType.Plains:
mag = 80;
speed = 15;
mag = 85;
speed = 16.5;
break;
case TerrainType.Highland:
mag = 100;
@@ -406,14 +406,14 @@ export class DefaultConfig implements Config {
if (defender.isPlayer()) {
return {
attackerTroopLoss:
within(defender.troops() / attackTroops, 0.5, 2) *
within(defender.troops() / attackTroops, 0.6, 2) *
mag *
0.8 *
largeModifier *
(defender.isTraitor() ? this.traitorDefenseDebuff() : 1),
defenderTroopLoss: defender.troops() / defender.numTilesOwned(),
tilesPerTickUsed:
within(defender.troops() / (5 * attackTroops), 0.2, 1.5) *
within(defender.troops() / (4 * attackTroops), 0.2, 1.5) *
speed *
largeModifier,
};