Other > Winter 2011/2012

Specific things to test

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Atom:
Three things need some testing effort. Please use this thread to provide feedback on them.

1. Repair and deterioration
Excerpt from the update list:
- Changed the way how repair and deterioration work:

* There is item's condition instead of deterioration, 0% condition corresponds to 100% deterioration and vice versa.
* In order to repair an item, it has to be combined with an item of the same type. The latter item is removed, and some fraction of its condition is added to repaired item's condition.
* To repair the item, use Repair on the item and then select an item you wish to use.
* You can use repair tools instead of the skill.
* Each repair have a chance to decrease item's maximum condition.
* MrFixit perk greatly increases item's salvage factor.Things to test there (under various circumstances):
Is the condition of the repaired item never greater than sum of its condition before the repair and the condition of the item used to repair it?
Is maximum condition never less than current condition?
Does maximum condition decrease, but never increase?
Are there any errors in the process of the repair (items now shown, menu doing nothing upon item selection)?

1. Armor Class
Excerpt from the update list (added 12.11.2011, fixed 17.11.2011):
- Armor Class rework:

* Base Armor Class value is now 3*Agility.
* Armor Class is applied only when running. For critters without running animation, this is relaxed to just moving.
* In turn based, critter is assumed to be running when: 1. this is not the first turn of combat; 2. distance between the hex on which the critter stood in the beginning of its previous turn and the hex on which it ended its previous turn, increased by Action Points left from that turn, is at least half as big as maximum Action Points of the critter.
* Armor Class of all armours is now 0 or negative (this is to say that the "deflection" quality of armours is now covered by its other statistics).Testing here should be clear.
Important note: current AC values of armours are just arbitrary fillers, expect changes there.

3. FoV and Sneak
Excerpt from the update list (changed 12.11.2011):
- Changed the Sneak/FoV mechanics:

* Observer's maximum sight range is reduced, based on opponent's relative direction: 0%, 20%, 40% and 60% (for front, front-side, back-side and back respectively). For sneakers, the following algorithm decides the visibility:
* First, raw Sneak skill value of the opponent is taken. Then the following boni are applied:
* For being next to a wall (1 hex, or 5 with Ghost perk): +30.
* For being hidden behind an object (there is an unpassable scenery between the opponent and the target no more than 2 hexes from the opponent): +60.
* For using Stealth Boy: +60.
* At this point of calculations, Sneak is capped at 300. Then the following penalties are applied:
* For opponent's relative direction: -72, -36, -12, 0.
* For wielding weapons: -36 for two handed rifle in active slot, -72 for heavy weapons in active slot.
* For wearing armours: -36 for Combat Armor and variants, -72 for Metal Armor and variants.
* For running: -60, unless with Silent Running perk.
* The opponent is invisible whenever its distance from the observer increased by final Sneak/6 is larger than observer's FRONT sight range (regardless of the actual direction).
* Everything said when sneaked is downgraded to whisper.
* Active Motion Sensor reveals all critters in 15 hexes radius (whether behind a wall or not). It consumes Small Energy Cells and Micro Fusion Cells. Use Science on it to see remaining charges.
* Stealth Boy disappears on use and grants a 20 minutes long Sneak bonus. Consuming more resets the timer to 20 minutes.Since testing of this might be a little tricky, there is a way to make it easier. A Magic Debug Item has been introduced (for CBT only, of course). It's a weapon that can be used to check own visibility (the target is the observer). It prints all steps of the algorithm that determines it. In case of observed abnormalities, provide "test id" written in the output, and how to reproduce the bug. Consult the item's description prior to use. The items will be placed in CBT in various places. Take as much as you need, but no more.
Note: "heavy weapons" are those that use flamer, rocket launcher, plasma rifle or minigun animation, and "two handed rifles" are two handed weapons using Small Guns, Big Guns or Energy Weapons skill (in primary mode).

Gorlak:
1. Repair and deterioration

-Are total condition of the repaired item never greater than sum of its condition before the repair and condition of the item used to repair it?
                     -Total condition of repaired item is never greater than sum of it's condition before the repair
-Is maximum condition never less than current condition?
                     -No, maximum condition is never less than current condition

-Does maximum condition decrease, but never increase?
                     - Yes
                     
-Are there any errors in the process of the repair (items now shown, menu doing nothing upon item selection)?
                     -It would be nice if one was able to see the condition of the item being selected for repair on specific item, to be shown in the message box when arrow cursor is used upon it.

T-888:

--- Quote from: Atom on November 12, 2011, 04:26:04 am ---
    1.Observer's maximum sight range is reduced, based on opponent's relative direction: 0%, 20%, 40% and 60% (for front, front-side, back-side and back respectively). For sneakers, the following algorithm decides the visibility:
    2.First, raw Sneak skill value of the opponent is taken. Then the following boni are applied:
        2.1For being next to a wall (1 hex, or 5 with Ghost perk): +30.
        2.2For being hidden behind an object (there is an unpassable scenery between the opponent and the target no more than 2 hexes from the opponent): +60.
        2.3For using Stealth Boy: +60.
    3.At this point of calculations, Sneak is capped at 300. Then the following penalties are applied:
        3.1 For opponent's relative direction: -72, -36, -12, 0.
        3.2 For wielding weapons: -36 for two handed rifle in active slot, -72 for heavy weapons in active slot.
        3.3 For wearing armours: -36 for Combat Armor and variants, -72 for Metal Armor and variants.
        3.4 For running: -60, unless with Silent Running perk.
    4.The opponent is invisible whenever its distance from the observer increased by final Sneak/6 is larger than observer's FRONT sight range (regardless of the actual direction).
   5. Everything said when sneaked is downgraded to whisper.
   6. Active Motion Sensor reveals all critters in 15 hexes radius (whether behind a wall or not). It consumes Small Energy Cells and Micro Fusion Cells. Use Science on it to see remaining charges.
   7.Stealth Boy disappears on use and grants a 20 minutes long Sneak bonus. Consuming more resets the timer to 20 minutes.

--- End quote ---

1.TEST Test id=1512659329
observer's maximum fov range decreased to 44 (0% front penalty)
Front penalty is applied and calculated correctly. Ok

1.TEST Test id=925095993
observer's maximum fov range decreased to 36(20% front-side penalty)
Front-side penalty is applied and calculated correctly. Ok

1.TEST Test id=846234016
observer's maximum fov range decreased to 22(50% back penalty)
Back penalty is applied incorrectly but calculated correctly. Must be 60% according to written parameters Fixed

1.TEST Test id=1130024564
observer's maximum fov range decreased to 27(40% back-side penalty)
Back-side penalty is applied and calculated correctly Ok

Some of those values are rounded down when calculated i suppose it's not a bug or anomaly. Reduction should be rounded down

2.TEST Test id=1231675441
you ARE a sneaker , base sneak value:300
Base sneak value is taken correctly. Ok

2.1TEST Test id=1231675441
you are not behind a wall.
When not standing near a wall or scenery object , it's checked and confirmed correctly. Ok

2.1TEST Test id=1160730710
you are within 4 hexes to nearest wall:adding 30
you have ghost perk
sneak after bonus (330)
sneak after capping (300)
Ghost perk presence is checked and applied correctly when standing near an actual wall , capped bonus is denied correctly. Ok

2.1TEST
http://imageshack.us/photo/my-images/403/wallv.jpg/
When not standing near an actual wall it conforms that i am , this is common in many places with such objects , crates , old cars etc. etc.

2.1 TEST Test id= 184448816

You don't gain bonus standing 1 hex near a wall without ghost perk , debug tool doesn't confirm that you are not behind a wall but it doesn't conform that you are and don't give any bonus Fixed a bug with wall distance. Should work now (check after update)


2.2TEST Test id=1938642027
you are partially occluded: adding 60
sneak after bonus (390)
sneak after capping (300)
Using a barrel it conforms and checks it's presence and adds bonus correctly as well denies it. 390 is due to ghost perk presence. Ok

3. It is capped at 300 and no bonuses exceed that. Ok

3.1TEST test id= 811000269
Modifying sneak: -72 (front)
Front penalty is applied correctly. Ok

3.1TEST test id= 1225563405
Modifying sneak: -36 (front-side)
Front-side penalty is applied correctly. Ok

3.1TEST test id= 982148565
Modifying sneak: -12 (back-side)
Back-side penalty is applied correctly. Ok

3.1TEST test id= 490254343
Modifying sneak: 0 (back)
Back penalty is applied correctly. Ok


3.2TEST test id= 1384804035
Modifying sneak: -72 ( heavy weapon , counted as if it was in main slot)
Heavy weapon penalty is applied correctly.  Ok

3.2TEST test id= 282777756
Modifying sneak: -36 ( rifle )
Two handed weapon penalty is applied correctly.  Ok

3.3TEST test id= 1104711025
Modifying sneak: -36 (metal armor)
Debug tool recognizes all combat variants as metal armor Fixed, but penalty is applied correctly. Ok

3.3TEST test id= 45245687
Modifying sneak: -72 (metal armor)
All metal armor variants apply correct penalty. Ok

3.4 I tested sneak in general before , silent running works and sneak isn't compromised in any way if running with the perk.  Ok

4.TEST Test id= 1026211547
your visibility at distance 6:VISIBLE
distance reduction (sneak/6):16
front_fov-reduction >= distance (19 >= 6)
Confirms. Ok

5. Using /o still is possible when sneaking. Fixed

6. Science has no effect on it , you can't charge it with anything and it doesn't work and you can't " activate it " only " use " Fixed

Green means works fine and red something is wrong. :)

btw when i will be in the mood i will check whats going on with the AC.

EDIT

7. ; 2.3TEST test id = 492158353
you have active stealth boy: adding 60 Ok

Stealth boy timer is incorrect. At least 40+ minutes has to be 20.

6. Motion sensor does it function properly , science works on it , but recharging still doesn't work.


1.TEST Test id=837754643
observer's maximum fov range decreased to 20% (60% back penalty)
Back penalty is applied correctly now. Ok

2.1TEST Test id=1332810946
you are not behind a wall Not Ok
you are within 1 hexes to nearest wall: adding 30 Ok
Wall bonus is applied correctly without ghost perk , but debug tool recognizes that you are behind the wall and you are not at the same time. Weird.

5. /o doesn't work while sneaking Ok

I checked various armors , weapons , obstacles and it seems fine. For now i don't have any other ideas what to test about sneak.

Atom i hate that i am the one telling you this , about the AC in TB no one can understand how it supposed to work , can you describe that feature ummm ..... the simple way ? ;D

Atom:

--- Quote ---Stealth boy timer is incorrect. At least 40+ minutes has to be 20.

--- End quote ---
What does that mean? Note that stealth boy timer is counted down only when the player is logged in.


--- Quote ---6. Motion sensor does it function properly , science works on it , but recharging still doesn't work.


--- End quote ---
Fixed after update.


--- Quote ---you are not behind a wall Not Ok

--- End quote ---
This must be ok since it doesn't even have to be written: it's not possible to use the debug tool from behind a wall (should give some "Aim is blocked" message). "Wall" here is meant as actual wall, not as an occluder such as a barrel or a window.


--- Quote ---AC in TB

--- End quote ---
Obvious error in the description: it should read "half" instead of "twice". More explicitly ("critter" means npc or player):
When the critter's turn begins: save the current position as pos1.
When the critter's turn ends: denote the current position as pos2. Until the critter's next turn, the critter is considered running if and only if
Distance(pos1,pos2) + action_points_left >= max_action_points/2,
where

* Distance(pos1,pos2) means actual distance between the two hexes. It is not exactly related to the number of hexes the critter have travelled. If you move 1 hex and then return to the original position, it counts the same as if no move was done at all.
* action_points_left are leftover points from the turn. In previous mechanics, these were simply added to critter's AC until its next turn (or end of TB combat).
* max_action_points is obvious.To be fair, the AC part appears to be tested enough already.

T-888:

--- Quote from: Atom on November 17, 2011, 01:36:03 pm ---What does that mean? Note that stealth boy timer is counted down only when the player is logged in.

--- End quote ---

--- Quote from: Atom on November 12, 2011, 04:26:04 am ---Stealth Boy disappears on use and grants a 20 minutes long Sneak bonus. Consuming more resets the timer to 20 minutes.

--- End quote ---

Stealth boy doesn't last 20 minutes , but at least 40+ minutes , according to description it is incorrect. I didn't have the stealth boy/girl perk.

Stealth Girl/Boy    Stealth 100, Repair 100 Double length of Stealth Boy

Thank you for a more detailed description about AC in TB.

I still don't have any ideas how to test sneak , fov further.

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